{"ts": "2026-07-15T05:22:38.150247+00:00", "type": "system_prompt", "text": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}
{"ts": "2026-07-15T05:22:38.150752+00:00", "type": "user", "text": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}
{"ts": "2026-07-15T05:22:46.841428+00:00", "type": "llm_call", "call_index": 1, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:22:38.150752+00:00", "finished_at": "2026-07-15T05:22:46.841428+00:00", "duration_s": 8.687000000005355, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:22:38.150752+00:00", "finished_at": "2026-07-15T05:22:46.841428+00:00", "duration_s": 8.687000000005355, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "18698", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - input_image_paths: The **absolute** paths of input images. 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{"ts": "2026-07-15T05:22:46.865735+00:00", "type": "tool_result", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "name": "get_scene_info", "text": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:22:46.865735+00:00", "type": "tool_call", "id": "chatcmpl-tool-b30c0f5fa94da880", "name": "get_polyhaven_status", "arguments": {"user_prompt": "Check PolyHaven availability for textures and HDRIs"}, "raw_arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}
{"ts": "2026-07-15T05:22:46.893117+00:00", "type": "tool_result", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "name": "get_polyhaven_status", "text": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:22:46.893117+00:00", "type": "tool_call", "id": "chatcmpl-tool-a26cb5f68305b129", "name": "get_hyper3d_status", "arguments": {"user_prompt": "Check Hyper3D availability"}, "raw_arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}
{"ts": "2026-07-15T05:22:46.915471+00:00", "type": "tool_result", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "name": "get_hyper3d_status", "text": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:23:08.176923+00:00", "type": "llm_call", "call_index": 2, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:22:46.915471+00:00", "finished_at": "2026-07-15T05:23:08.176923+00:00", "duration_s": 21.265999999974156, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:22:46.915471+00:00", "finished_at": "2026-07-15T05:23:08.176923+00:00", "duration_s": 21.265999999974156, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "20463", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. 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If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - input_image_paths: The **absolute** paths of input images. 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The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. 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Let me start by creating the ground, houses, and environment step by step.\",\"refusal\":null,\"reasoning\":\"No PolyHaven or Hyper3D. I'll need to build everything procedurally with Blender's Python API. Let me plan the scene:\\n\\n1. Ground plane with terrain-like displacement\\n2. Several abandoned houses with weathered walls and rusted corrugated metal roofs\\n3. Foliage: grass, moss, vines, creeping plants\\n4. Broken windows, doors\\n5. Lighting: overcast/atmospheric mood\\n6. Camera setup\\n\\nLet me start building this step by step.\\n\\nI'll create:\\n- A ground terrain\\n- 3-4 houses with varying states of decay\\n- Procedural materials for weathered wood, rusted metal, stone, moss, grass\\n- Particle systems for grass and foliage\\n- Vines using curves or geometry\\n- Atmospheric lighting (overcast, soft)\\n\\nLet me begin.\",\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_407340773f3d43b0a655f8f1\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}],\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"No PolyHaven or Hyper3D. I'll need to build everything procedurally with Blender's Python API. Let me plan the scene:\\n\\n1. Ground plane with terrain-like displacement\\n2. Several abandoned houses with weathered walls and rusted corrugated metal roofs\\n3. Foliage: grass, moss, vines, creeping plants\\n4. Broken windows, doors\\n5. Lighting: overcast/atmospheric mood\\n6. Camera setup\\n\\nLet me start building this step by step.\\n\\nI'll create:\\n- A ground terrain\\n- 3-4 houses with varying states of decay\\n- Procedural materials for weathered wood, rusted metal, stone, moss, grass\\n- Particle systems for grass and foliage\\n- Vines using curves or geometry\\n- Atmospheric lighting (overcast, soft)\\n\\nLet me begin.\",\"format\":\"unknown\",\"index\":0}]}}],\"usage\":{\"prompt_tokens\":4962,\"completion_tokens\":1082,\"total_tokens\":6044,\"cost\":0.0048670336,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":3599,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0048670336,\"upstream_inference_prompt_cost\":0.0018201216,\"upstream_inference_completions_cost\":0.003046912},\"completion_tokens_details\":{\"reasoning_tokens\":173,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "
         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         
{"id":"gen-1784092965-xI8O5ap13u6NMBls1RNN","object":"chat.completion","created":1784092965,"model":"z-ai/glm-5.2","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","refusal":null,"reasoning":"No PolyHaven or Hyper3D. I'll need to build everything procedurally with Blender's Python API. Let me plan the scene:\n\n1. Ground plane with terrain-like displacement\n2. Several abandoned houses with weathered walls and rusted corrugated metal roofs\n3. Foliage: grass, moss, vines, creeping plants\n4. Broken windows, doors\n5. Lighting: overcast/atmospheric mood\n6. Camera setup\n\nLet me start building this step by step.\n\nI'll create:\n- A ground terrain\n- 3-4 houses with varying states of decay\n- Procedural materials for weathered wood, rusted metal, stone, moss, grass\n- Particle systems for grass and foliage\n- Vines using curves or geometry\n- Atmospheric lighting (overcast, soft)\n\nLet me begin.","tool_calls":[{"type":"function","index":0,"id":"call_407340773f3d43b0a655f8f1","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"No PolyHaven or Hyper3D. I'll need to build everything procedurally with Blender's Python API. Let me plan the scene:\n\n1. Ground plane with terrain-like displacement\n2. Several abandoned houses with weathered walls and rusted corrugated metal roofs\n3. Foliage: grass, moss, vines, creeping plants\n4. Broken windows, doors\n5. Lighting: overcast/atmospheric mood\n6. Camera setup\n\nLet me start building this step by step.\n\nI'll create:\n- A ground terrain\n- 3-4 houses with varying states of decay\n- Procedural materials for weathered wood, rusted metal, stone, moss, grass\n- Particle systems for grass and foliage\n- Vines using curves or geometry\n- Atmospheric lighting (overcast, soft)\n\nLet me begin.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":4962,"completion_tokens":1082,"total_tokens":6044,"cost":0.0048670336,"is_byok":false,"prompt_tokens_details":{"cached_tokens":3599,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0048670336,"upstream_inference_prompt_cost":0.0018201216,"upstream_inference_completions_cost":0.003046912},"completion_tokens_details":{"reasoning_tokens":173,"image_tokens":0,"audio_tokens":0}}}"}, "error": null}], "response": {"text": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n    bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n    bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n    bpy.data.curves.remove(curve)\nfor cam in bpy.data.cameras:\n    bpy.data.cameras.remove(cam)\nfor light in bpy.data.lights:\n    bpy.data.lights.remove(light)\n\nrandom.seed(42)\n\n# ---- GROUND ----\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Subdivide and displace for natural terrain\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.subdivide(number_cuts=30)\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Displace vertices slightly for natural ground\nfor v in ground.data.vertices:\n    d = Vector((v.co.x, v.co.y, 0))\n    dist = d.length\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\n             random.uniform(-0.03, 0.03))\n    # Lower near center (village area) and raise at edges\n    if dist > 20:\n        v.co.z += noise + (dist - 20) * 0.05\n    else:\n        v.co.z += noise * 0.5\n\n# Ground material - earthy with moss patches\nground_mat = bpy.data.materials.new(\"GroundMat\")\nground_mat.use_nodes = True\nnodes = ground_mat.node_tree.nodes\nlinks = ground_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\ndiffuse = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise_tex = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\nnoise_tex.inputs['Scale'].default_value = 5.0\nnoise_tex.inputs['Detail'].default_value = 8.0\nnoise_tex.inputs['Roughness'].default_value = 0.7\n\n# Color ramp: dark earth to mossy green\ncolor_ramp.color_ramp.elements[0].position = 0.35\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\ncolor_ramp.interpolation = 'LINEAR'\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\ncolor_ramp.color_ramp.elements[2].position = 0.75\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\n\ndiffuse.inputs['Roughness'].default_value = 0.9\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\n\nground.data.materials.append(ground_mat)\nprint(\"Ground created\")\n", "user_prompt": "Create ground terrain for abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}", "parse_error": null}], "tokens_in": 4962, "tokens_out": 1082, "cost_usd": 0.0048670336, "cached_tokens": 3599}, "error": null}
{"ts": "2026-07-15T05:23:08.177925+00:00", "type": "assistant", "text": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n    bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n    bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n    bpy.data.curves.remove(curve)\nfor cam in bpy.data.cameras:\n    bpy.data.cameras.remove(cam)\nfor light in bpy.data.lights:\n    bpy.data.lights.remove(light)\n\nrandom.seed(42)\n\n# ---- GROUND ----\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Subdivide and displace for natural terrain\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.subdivide(number_cuts=30)\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Displace vertices slightly for natural ground\nfor v in ground.data.vertices:\n    d = Vector((v.co.x, v.co.y, 0))\n    dist = d.length\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\n             random.uniform(-0.03, 0.03))\n    # Lower near center (village area) and raise at edges\n    if dist > 20:\n        v.co.z += noise + (dist - 20) * 0.05\n    else:\n        v.co.z += noise * 0.5\n\n# Ground material - earthy with moss patches\nground_mat = bpy.data.materials.new(\"GroundMat\")\nground_mat.use_nodes = True\nnodes = ground_mat.node_tree.nodes\nlinks = ground_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\ndiffuse = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise_tex = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\nnoise_tex.inputs['Scale'].default_value = 5.0\nnoise_tex.inputs['Detail'].default_value = 8.0\nnoise_tex.inputs['Roughness'].default_value = 0.7\n\n# Color ramp: dark earth to mossy green\ncolor_ramp.color_ramp.elements[0].position = 0.35\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\ncolor_ramp.interpolation = 'LINEAR'\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\ncolor_ramp.color_ramp.elements[2].position = 0.75\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\n\ndiffuse.inputs['Roughness'].default_value = 0.9\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\n\nground.data.materials.append(ground_mat)\nprint(\"Ground created\")\n", "user_prompt": "Create ground terrain for abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:23:08.177925+00:00", "type": "tool_call", "id": "call_407340773f3d43b0a655f8f1", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n    bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n    bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n    bpy.data.curves.remove(curve)\nfor cam in bpy.data.cameras:\n    bpy.data.cameras.remove(cam)\nfor light in bpy.data.lights:\n    bpy.data.lights.remove(light)\n\nrandom.seed(42)\n\n# ---- GROUND ----\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Subdivide and displace for natural terrain\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.subdivide(number_cuts=30)\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Displace vertices slightly for natural ground\nfor v in ground.data.vertices:\n    d = Vector((v.co.x, v.co.y, 0))\n    dist = d.length\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\n             random.uniform(-0.03, 0.03))\n    # Lower near center (village area) and raise at edges\n    if dist > 20:\n        v.co.z += noise + (dist - 20) * 0.05\n    else:\n        v.co.z += noise * 0.5\n\n# Ground material - earthy with moss patches\nground_mat = bpy.data.materials.new(\"GroundMat\")\nground_mat.use_nodes = True\nnodes = ground_mat.node_tree.nodes\nlinks = ground_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\ndiffuse = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise_tex = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\nnoise_tex.inputs['Scale'].default_value = 5.0\nnoise_tex.inputs['Detail'].default_value = 8.0\nnoise_tex.inputs['Roughness'].default_value = 0.7\n\n# Color ramp: dark earth to mossy green\ncolor_ramp.color_ramp.elements[0].position = 0.35\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\ncolor_ramp.interpolation = 'LINEAR'\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\ncolor_ramp.color_ramp.elements[2].position = 0.75\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\n\ndiffuse.inputs['Roughness'].default_value = 0.9\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\n\nground.data.materials.append(ground_mat)\nprint(\"Ground created\")\n", "user_prompt": "Create ground terrain for abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}
{"ts": "2026-07-15T05:23:08.227923+00:00", "type": "tool_result", "tool_call_id": "call_407340773f3d43b0a655f8f1", "name": "execute_blender_code", "text": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:23:26.820503+00:00", "type": "llm_call", "call_index": 3, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:23:08.228923+00:00", "finished_at": "2026-07-15T05:23:26.820503+00:00", "duration_s": 18.59299999999348, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:23:08.228923+00:00", "finished_at": "2026-07-15T05:23:26.820503+00:00", "duration_s": 18.59299999999348, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "24168", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    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\n{\"id\":\"gen-1784092986-weRMyunoEzdFbLKbzzHx\",\"object\":\"chat.completion\",\"created\":1784092986,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_3b539f6860574a8a8ef5f964\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n    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0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":5903,\"completion_tokens\":861,\"total_tokens\":6764,\"cost\":0.0038227072,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":5333,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0038227072,\"upstream_inference_prompt_cost\":0.0013981312,\"upstream_inference_completions_cost\":0.002424576},\"completion_tokens_details\":{\"reasoning_tokens\":860,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n    bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n    bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n    bpy.data.curves.remove(curve)\nfor cam in bpy.data.cameras:\n    bpy.data.cameras.remove(cam)\nfor light in bpy.data.lights:\n    bpy.data.lights.remove(light)\n\nrandom.seed(42)\n\n# ---- GROUND ----\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Subdivide and displace for natural terrain\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.subdivide(number_cuts=30)\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Displace vertices slightly for natural ground\nfor v in ground.data.vertices:\n    d = Vector((v.co.x, v.co.y, 0))\n    dist = d.length\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\n             random.uniform(-0.03, 0.03))\n    if dist > 20:\n        v.co.z += noise + (dist - 20) * 0.05\n    else:\n        v.co.z += noise * 0.5\n\n# Ground material - earthy with moss patches\nground_mat = bpy.data.materials.new(\"GroundMat\")\nground_mat.use_nodes = True\nnodes = ground_mat.node_tree.nodes\nlinks = ground_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\ndiffuse = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise_tex = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\nnoise_tex.inputs['Scale'].default_value = 5.0\nnoise_tex.inputs['Detail'].default_value = 8.0\nnoise_tex.inputs['Roughness'].default_value = 0.7\n\n# Color ramp: dark earth to mossy green\ncolor_ramp.color_ramp.elements[0].position = 0.35\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\ncolor_ramp.color_ramp.elements[2].position = 0.75\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\n\ndiffuse.inputs['Roughness'].default_value = 0.9\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\n\nground.data.materials.append(ground_mat)\nprint(\"Ground created\")\n", "user_prompt": "Create ground terrain for abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}", "parse_error": null}], "tokens_in": 5903, "tokens_out": 861, "cost_usd": 0.0038227072, "cached_tokens": 5333}, "error": null}
{"ts": "2026-07-15T05:23:26.822016+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n    bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n    bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n    bpy.data.curves.remove(curve)\nfor cam in bpy.data.cameras:\n    bpy.data.cameras.remove(cam)\nfor light in bpy.data.lights:\n    bpy.data.lights.remove(light)\n\nrandom.seed(42)\n\n# ---- GROUND ----\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Subdivide and displace for natural terrain\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.subdivide(number_cuts=30)\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Displace vertices slightly for natural ground\nfor v in ground.data.vertices:\n    d = Vector((v.co.x, v.co.y, 0))\n    dist = d.length\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\n             random.uniform(-0.03, 0.03))\n    if dist > 20:\n        v.co.z += noise + (dist - 20) * 0.05\n    else:\n        v.co.z += noise * 0.5\n\n# Ground material - earthy with moss patches\nground_mat = bpy.data.materials.new(\"GroundMat\")\nground_mat.use_nodes = True\nnodes = ground_mat.node_tree.nodes\nlinks = ground_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\ndiffuse = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise_tex = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\nnoise_tex.inputs['Scale'].default_value = 5.0\nnoise_tex.inputs['Detail'].default_value = 8.0\nnoise_tex.inputs['Roughness'].default_value = 0.7\n\n# Color ramp: dark earth to mossy green\ncolor_ramp.color_ramp.elements[0].position = 0.35\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\ncolor_ramp.color_ramp.elements[2].position = 0.75\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\n\ndiffuse.inputs['Roughness'].default_value = 0.9\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\n\nground.data.materials.append(ground_mat)\nprint(\"Ground created\")\n", "user_prompt": "Create ground terrain for abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:23:26.822016+00:00", "type": "tool_call", "id": "call_3b539f6860574a8a8ef5f964", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n    bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n    bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n    bpy.data.curves.remove(curve)\nfor cam in bpy.data.cameras:\n    bpy.data.cameras.remove(cam)\nfor light in bpy.data.lights:\n    bpy.data.lights.remove(light)\n\nrandom.seed(42)\n\n# ---- GROUND ----\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Subdivide and displace for natural terrain\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.subdivide(number_cuts=30)\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Displace vertices slightly for natural ground\nfor v in ground.data.vertices:\n    d = Vector((v.co.x, v.co.y, 0))\n    dist = d.length\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\n             random.uniform(-0.03, 0.03))\n    if dist > 20:\n        v.co.z += noise + (dist - 20) * 0.05\n    else:\n        v.co.z += noise * 0.5\n\n# Ground material - earthy with moss patches\nground_mat = bpy.data.materials.new(\"GroundMat\")\nground_mat.use_nodes = True\nnodes = ground_mat.node_tree.nodes\nlinks = ground_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\ndiffuse = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise_tex = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\nnoise_tex.inputs['Scale'].default_value = 5.0\nnoise_tex.inputs['Detail'].default_value = 8.0\nnoise_tex.inputs['Roughness'].default_value = 0.7\n\n# Color ramp: dark earth to mossy green\ncolor_ramp.color_ramp.elements[0].position = 0.35\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\ncolor_ramp.color_ramp.elements[2].position = 0.75\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\n\ndiffuse.inputs['Roughness'].default_value = 0.9\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\n\nground.data.materials.append(ground_mat)\nprint(\"Ground created\")\n", "user_prompt": "Create ground terrain for abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}
{"ts": "2026-07-15T05:23:26.861968+00:00", "type": "tool_result", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "name": "execute_blender_code", "text": "Code executed successfully: Ground created\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:23:55.613126+00:00", "type": "llm_call", "call_index": 4, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:23:26.862970+00:00", "finished_at": "2026-07-15T05:23:55.613126+00:00", "duration_s": 28.75, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:23:26.862970+00:00", "finished_at": "2026-07-15T05:23:55.612122+00:00", "duration_s": 28.75, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "27573", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:23:27 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093005-zOPYXdmPrQ5Vau1oNdVV", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b655c43d92fab8-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093005-zOPYXdmPrQ5Vau1oNdVV\",\"object\":\"chat.completion\",\"created\":1784093005,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_8fd779217fcc4320ad7582eb\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":6775,\"completion_tokens\":1559,\"total_tokens\":8334,\"cost\":0.0059778816,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":6144,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0059778816,\"upstream_inference_prompt_cost\":0.0015877376,\"upstream_inference_completions_cost\":0.004390144},\"completion_tokens_details\":{\"reasoning_tokens\":1559,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "
         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         
{"id":"gen-1784093005-zOPYXdmPrQ5Vau1oNdVV","object":"chat.completion","created":1784093005,"model":"z-ai/glm-5.2","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_8fd779217fcc4320ad7582eb","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}}],"usage":{"prompt_tokens":6775,"completion_tokens":1559,"total_tokens":8334,"cost":0.0059778816,"is_byok":false,"prompt_tokens_details":{"cached_tokens":6144,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0059778816,"upstream_inference_prompt_cost":0.0015877376,"upstream_inference_completions_cost":0.004390144},"completion_tokens_details":{"reasoning_tokens":1559,"image_tokens":0,"audio_tokens":0}}}"}, "error": null}], "response": {"text": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# ---- MATERIALS ----\n\n# Weathered wall material (old plaster/wood)\nwall_mat = bpy.data.materials.new(\"WeatheredWall\")\nwall_mat.use_nodes = True\nnodes = wall_mat.node_tree.nodes\nlinks = wall_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise1 = nodes.new(\"ShaderNodeTexNoise\")\nnoise2 = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\nmix = nodes.new(\"ShaderNodeMixRGB\")\n\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\nnoise1.inputs['Scale'].default_value = 15.0\nnoise1.inputs['Detail'].default_value = 10.0\nnoise2.inputs['Scale'].default_value = 3.0\nnoise2.inputs['Detail'].default_value = 5.0\n\n# Faded plaster colors\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\ncolor_ramp.color_ramp.elements[2].position = 0.8\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\n\nmix.blend_type = 'MULTIPLY'\nmix.inputs['Fac'].default_value = 0.5\n\nbsdf.inputs['Roughness'].default_value = 0.95\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Rusted metal roof material\nroof_mat = bpy.data.materials.new(\"RustedRoof\")\nroof_mat.use_nodes = True\nnodes = roof_mat.node_tree.nodes\nlinks = roof_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise1 = nodes.new(\"ShaderNodeTexNoise\")\nnoise2 = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\nnoise1.inputs['Scale'].default_value = 8.0\nnoise1.inputs['Detail'].default_value = 12.0\nnoise2.inputs['Scale'].default_value = 20.0\nnoise2.inputs['Detail'].default_value = 8.0\n\n# Rust colors: dark brown, orange rust, reddish\ncolor_ramp.color_ramp.elements[0].position = 0.25\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\nramp2 = color_ramp.color_ramp.elements.new(0.5)\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\nramp3 = color_ramp.color_ramp.elements.new(0.75)\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\ncolor_ramp.color_ramp.elements[3].position = 0.9\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\n\nbsdf.inputs['Roughness'].default_value = 0.85\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\n\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Add bump for roof\nbump = nodes.new(\"ShaderNodeBump\")\nbump.inputs['Strength'].default_value = 0.5\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\n\n# Dark wood/dark interior material\ndark_wood_mat = bpy.data.materials.new(\"DarkWood\")\ndark_wood_mat.use_nodes = True\nnodes = dark_wood_mat.node_tree.nodes\nlinks = dark_wood_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\nnoise.inputs['Scale'].default_value = 10.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\nprint(\"Materials created\")\n", "user_prompt": "Create weathered wall, rusted roof, and dark wood materials"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}", "parse_error": null}], "tokens_in": 6775, "tokens_out": 1559, "cost_usd": 0.0059778816, "cached_tokens": 6144}, "error": null}
{"ts": "2026-07-15T05:23:55.613126+00:00", "type": "assistant", "text": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# ---- MATERIALS ----\n\n# Weathered wall material (old plaster/wood)\nwall_mat = bpy.data.materials.new(\"WeatheredWall\")\nwall_mat.use_nodes = True\nnodes = wall_mat.node_tree.nodes\nlinks = wall_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise1 = nodes.new(\"ShaderNodeTexNoise\")\nnoise2 = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\nmix = nodes.new(\"ShaderNodeMixRGB\")\n\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\nnoise1.inputs['Scale'].default_value = 15.0\nnoise1.inputs['Detail'].default_value = 10.0\nnoise2.inputs['Scale'].default_value = 3.0\nnoise2.inputs['Detail'].default_value = 5.0\n\n# Faded plaster colors\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\ncolor_ramp.color_ramp.elements[2].position = 0.8\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\n\nmix.blend_type = 'MULTIPLY'\nmix.inputs['Fac'].default_value = 0.5\n\nbsdf.inputs['Roughness'].default_value = 0.95\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Rusted metal roof material\nroof_mat = bpy.data.materials.new(\"RustedRoof\")\nroof_mat.use_nodes = True\nnodes = roof_mat.node_tree.nodes\nlinks = roof_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise1 = nodes.new(\"ShaderNodeTexNoise\")\nnoise2 = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\nnoise1.inputs['Scale'].default_value = 8.0\nnoise1.inputs['Detail'].default_value = 12.0\nnoise2.inputs['Scale'].default_value = 20.0\nnoise2.inputs['Detail'].default_value = 8.0\n\n# Rust colors: dark brown, orange rust, reddish\ncolor_ramp.color_ramp.elements[0].position = 0.25\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\nramp2 = color_ramp.color_ramp.elements.new(0.5)\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\nramp3 = color_ramp.color_ramp.elements.new(0.75)\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\ncolor_ramp.color_ramp.elements[3].position = 0.9\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\n\nbsdf.inputs['Roughness'].default_value = 0.85\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\n\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Add bump for roof\nbump = nodes.new(\"ShaderNodeBump\")\nbump.inputs['Strength'].default_value = 0.5\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\n\n# Dark wood/dark interior material\ndark_wood_mat = bpy.data.materials.new(\"DarkWood\")\ndark_wood_mat.use_nodes = True\nnodes = dark_wood_mat.node_tree.nodes\nlinks = dark_wood_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\nnoise.inputs['Scale'].default_value = 10.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\nprint(\"Materials created\")\n", "user_prompt": "Create weathered wall, rusted roof, and dark wood materials"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:23:55.613126+00:00", "type": "tool_call", "id": "call_8fd779217fcc4320ad7582eb", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# ---- MATERIALS ----\n\n# Weathered wall material (old plaster/wood)\nwall_mat = bpy.data.materials.new(\"WeatheredWall\")\nwall_mat.use_nodes = True\nnodes = wall_mat.node_tree.nodes\nlinks = wall_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise1 = nodes.new(\"ShaderNodeTexNoise\")\nnoise2 = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\nmix = nodes.new(\"ShaderNodeMixRGB\")\n\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\nnoise1.inputs['Scale'].default_value = 15.0\nnoise1.inputs['Detail'].default_value = 10.0\nnoise2.inputs['Scale'].default_value = 3.0\nnoise2.inputs['Detail'].default_value = 5.0\n\n# Faded plaster colors\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\ncolor_ramp.color_ramp.elements[2].position = 0.8\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\n\nmix.blend_type = 'MULTIPLY'\nmix.inputs['Fac'].default_value = 0.5\n\nbsdf.inputs['Roughness'].default_value = 0.95\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Rusted metal roof material\nroof_mat = bpy.data.materials.new(\"RustedRoof\")\nroof_mat.use_nodes = True\nnodes = roof_mat.node_tree.nodes\nlinks = roof_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise1 = nodes.new(\"ShaderNodeTexNoise\")\nnoise2 = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\nnoise1.inputs['Scale'].default_value = 8.0\nnoise1.inputs['Detail'].default_value = 12.0\nnoise2.inputs['Scale'].default_value = 20.0\nnoise2.inputs['Detail'].default_value = 8.0\n\n# Rust colors: dark brown, orange rust, reddish\ncolor_ramp.color_ramp.elements[0].position = 0.25\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\nramp2 = color_ramp.color_ramp.elements.new(0.5)\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\nramp3 = color_ramp.color_ramp.elements.new(0.75)\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\ncolor_ramp.color_ramp.elements[3].position = 0.9\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\n\nbsdf.inputs['Roughness'].default_value = 0.85\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\n\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Add bump for roof\nbump = nodes.new(\"ShaderNodeBump\")\nbump.inputs['Strength'].default_value = 0.5\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\n\n# Dark wood/dark interior material\ndark_wood_mat = bpy.data.materials.new(\"DarkWood\")\ndark_wood_mat.use_nodes = True\nnodes = dark_wood_mat.node_tree.nodes\nlinks = dark_wood_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\nnoise.inputs['Scale'].default_value = 10.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\nprint(\"Materials created\")\n", "user_prompt": "Create weathered wall, rusted roof, and dark wood materials"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}
{"ts": "2026-07-15T05:23:55.642893+00:00", "type": "tool_result", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "name": "execute_blender_code", "text": "Code executed successfully: Materials created\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:24:33.377279+00:00", "type": "llm_call", "call_index": 5, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:23:55.642893+00:00", "finished_at": "2026-07-15T05:24:33.377279+00:00", "duration_s": 37.73399999999674, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:23:55.642893+00:00", "finished_at": "2026-07-15T05:24:33.375774+00:00", "duration_s": 37.73399999999674, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "33485", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:23:55 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093034-9SRB7yd2eRXiChNQN6xQ", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b656782a0fc6df-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093034-9SRB7yd2eRXiChNQN6xQ\",\"object\":\"chat.completion\",\"created\":1784093034,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":8345,\"completion_tokens\":1846,\"total_tokens\":10191,\"cost\":0.0071932416,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":7514,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0071932416,\"upstream_inference_prompt_cost\":0.0019949056,\"upstream_inference_completions_cost\":0.005198336},\"completion_tokens_details\":{\"reasoning_tokens\":1846,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "
         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         
{"id":"gen-1784093034-9SRB7yd2eRXiChNQN6xQ","object":"chat.completion","created":1784093034,"model":"z-ai/glm-5.2","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":null,"refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_feef8b4dac8240fa84e68ecd","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}}],"usage":{"prompt_tokens":8345,"completion_tokens":1846,"total_tokens":10191,"cost":0.0071932416,"is_byok":false,"prompt_tokens_details":{"cached_tokens":7514,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0071932416,"upstream_inference_prompt_cost":0.0019949056,"upstream_inference_completions_cost":0.005198336},"completion_tokens_details":{"reasoning_tokens":1846,"image_tokens":0,"audio_tokens":0}}}"}, "error": null}], "response": {"text": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# Get materials\nwall_mat = bpy.data.materials[\"WeatheredWall\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\n    \"\"\"Create a weathered house with walls and a corrugated metal roof\"\"\"\n    parts = []\n    \n    # Walls (4 walls + floor)\n    # Front wall (with a door/window hole)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    wall = bpy.context.active_object\n    wall.name = f\"{name}_walls\"\n    wall.scale = (width/2, depth/2, height/2)\n    wall.location = (location[0], location[1], location[2] + height/2)\n    wall.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Edit mode to create door and window openings\n    bpy.ops.object.mode_set(mode='EDIT')\n    bm = bmesh.from_edit_mesh(wall.data)\n    \n    # Subdivide faces for cutting openings\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\n    bmesh.update_edit_mesh(wall.data)\n    bpy.ops.mesh.select_all(action='DESELECT')\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Use boolean approach - create cutter objects\n    # Door\n    door_w = 1.0\n    door_h = 2.0\n    \n    # Create cutter for door\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    door_cut = bpy.context.active_object\n    door_cut.scale = (door_w/2, depth, door_h/2)\n    door_loc = (location[0], location[1], location[2] + door_h/2)\n    door_cut.location = door_loc\n    door_cut.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Boolean cut door\n    bpy.context.view_layer.objects.active = wall\n    mod = wall.modifiers.new(\"DoorCut\", 'BOOLEAN')\n    mod.operation = 'DIFFERENCE'\n    mod.object = door_cut\n    bpy.ops.object.modifier_apply(modifier=\"DoorCut\")\n    bpy.data.objects.remove(door_cut, do_unlink=True)\n    \n    # Window cutouts (front and one side)\n    win_w = 1.2\n    win_h = 1.0\n    win_z = height * 0.6\n    \n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n        win_cut = bpy.context.active_object\n        win_cut.scale = (win_w/2, depth, win_h/2)\n        # Rotate offset relative to house\n        cos_r = math.cos(rotation)\n        sin_r = math.sin(rotation)\n        rx = offset_x * cos_r - offset_y * sin_r\n        ry = offset_x * sin_r + offset_y * cos_r\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\n        win_cut.rotation_euler = (0, 0, rotation)\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n        \n        bpy.context.view_layer.objects.active = wall\n        mod = wall.modifiers.new(\"WinCut\", 'BOOLEAN')\n        mod.operation = 'DIFFERENCE'\n        mod.object = win_cut\n        bpy.ops.object.modifier_apply(modifier=\"WinCut\")\n        bpy.data.objects.remove(win_cut, do_unlink=True)\n    \n    # Add wall material\n    wall.data.materials.append(wall_mat)\n    parts.append(wall)\n    \n    # Roof - corrugated metal, gabled\n    # Create a triangular prism roof\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    roof = bpy.context.active_object\n    roof.name = f\"{name}_roof\"\n    \n    # Build roof as a prism\n    bm = bmesh.new()\n    # Create a gable roof shape\n    w_half = width/2 + 0.4\n    d_half = depth/2 + 0.4\n    rh = roof_height\n    \n    verts = [\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\n        bm.verts.new((0, d_half, rh)),        # 5 top back\n    ]\n    \n    # Faces\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\n    \n    bm.to_mesh(roof.data)\n    bm.free()\n    \n    roof.location = (location[0], location[1], location[2] + height)\n    roof.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Add subdivisions to roof for corrugation effect\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.select_all(action='SELECT')\n    bpy.ops.mesh.subdivide(number_cuts=8)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Corrugate the roof - displace along Z based on position\n    for v in roof.data.vertices:\n        # Only corrugate roof surface verts (top-facing)\n        local_pos = v.co.copy()\n        # Corrugation along the width\n        corrug = math.sin(local_pos.x * 8) * 0.03\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\n    \n    roof.data.materials.append(roof_mat)\n    # Shade smooth for roof\n    bpy.ops.object.shade_smooth()\n    parts.append(roof)\n    \n    return parts\n\n# Create 5 houses arranged in a loose village layout\nhouse_configs = [\n    (\"House1\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\n    (\"House2\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\n    (\"House3\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\n    (\"House4\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\n    (\"House5\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\n]\n\nall_house_parts = []\nfor config in house_configs:\n    parts = create_house(*config)\n    all_house_parts.extend(parts)\n\nprint(f\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\")\n", "user_prompt": "Create 5 weathered houses with walls and corrugated rusted metal roofs"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}", "parse_error": null}], "tokens_in": 8345, "tokens_out": 1846, "cost_usd": 0.0071932416, "cached_tokens": 7514}, "error": null}
{"ts": "2026-07-15T05:24:33.378284+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# Get materials\nwall_mat = bpy.data.materials[\"WeatheredWall\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\n    \"\"\"Create a weathered house with walls and a corrugated metal roof\"\"\"\n    parts = []\n    \n    # Walls (4 walls + floor)\n    # Front wall (with a door/window hole)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    wall = bpy.context.active_object\n    wall.name = f\"{name}_walls\"\n    wall.scale = (width/2, depth/2, height/2)\n    wall.location = (location[0], location[1], location[2] + height/2)\n    wall.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Edit mode to create door and window openings\n    bpy.ops.object.mode_set(mode='EDIT')\n    bm = bmesh.from_edit_mesh(wall.data)\n    \n    # Subdivide faces for cutting openings\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\n    bmesh.update_edit_mesh(wall.data)\n    bpy.ops.mesh.select_all(action='DESELECT')\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Use boolean approach - create cutter objects\n    # Door\n    door_w = 1.0\n    door_h = 2.0\n    \n    # Create cutter for door\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    door_cut = bpy.context.active_object\n    door_cut.scale = (door_w/2, depth, door_h/2)\n    door_loc = (location[0], location[1], location[2] + door_h/2)\n    door_cut.location = door_loc\n    door_cut.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Boolean cut door\n    bpy.context.view_layer.objects.active = wall\n    mod = wall.modifiers.new(\"DoorCut\", 'BOOLEAN')\n    mod.operation = 'DIFFERENCE'\n    mod.object = door_cut\n    bpy.ops.object.modifier_apply(modifier=\"DoorCut\")\n    bpy.data.objects.remove(door_cut, do_unlink=True)\n    \n    # Window cutouts (front and one side)\n    win_w = 1.2\n    win_h = 1.0\n    win_z = height * 0.6\n    \n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n        win_cut = bpy.context.active_object\n        win_cut.scale = (win_w/2, depth, win_h/2)\n        # Rotate offset relative to house\n        cos_r = math.cos(rotation)\n        sin_r = math.sin(rotation)\n        rx = offset_x * cos_r - offset_y * sin_r\n        ry = offset_x * sin_r + offset_y * cos_r\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\n        win_cut.rotation_euler = (0, 0, rotation)\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n        \n        bpy.context.view_layer.objects.active = wall\n        mod = wall.modifiers.new(\"WinCut\", 'BOOLEAN')\n        mod.operation = 'DIFFERENCE'\n        mod.object = win_cut\n        bpy.ops.object.modifier_apply(modifier=\"WinCut\")\n        bpy.data.objects.remove(win_cut, do_unlink=True)\n    \n    # Add wall material\n    wall.data.materials.append(wall_mat)\n    parts.append(wall)\n    \n    # Roof - corrugated metal, gabled\n    # Create a triangular prism roof\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    roof = bpy.context.active_object\n    roof.name = f\"{name}_roof\"\n    \n    # Build roof as a prism\n    bm = bmesh.new()\n    # Create a gable roof shape\n    w_half = width/2 + 0.4\n    d_half = depth/2 + 0.4\n    rh = roof_height\n    \n    verts = [\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\n        bm.verts.new((0, d_half, rh)),        # 5 top back\n    ]\n    \n    # Faces\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\n    \n    bm.to_mesh(roof.data)\n    bm.free()\n    \n    roof.location = (location[0], location[1], location[2] + height)\n    roof.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Add subdivisions to roof for corrugation effect\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.select_all(action='SELECT')\n    bpy.ops.mesh.subdivide(number_cuts=8)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Corrugate the roof - displace along Z based on position\n    for v in roof.data.vertices:\n        # Only corrugate roof surface verts (top-facing)\n        local_pos = v.co.copy()\n        # Corrugation along the width\n        corrug = math.sin(local_pos.x * 8) * 0.03\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\n    \n    roof.data.materials.append(roof_mat)\n    # Shade smooth for roof\n    bpy.ops.object.shade_smooth()\n    parts.append(roof)\n    \n    return parts\n\n# Create 5 houses arranged in a loose village layout\nhouse_configs = [\n    (\"House1\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\n    (\"House2\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\n    (\"House3\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\n    (\"House4\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\n    (\"House5\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\n]\n\nall_house_parts = []\nfor config in house_configs:\n    parts = create_house(*config)\n    all_house_parts.extend(parts)\n\nprint(f\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\")\n", "user_prompt": "Create 5 weathered houses with walls and corrugated rusted metal roofs"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:24:33.378796+00:00", "type": "tool_call", "id": "call_feef8b4dac8240fa84e68ecd", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# Get materials\nwall_mat = bpy.data.materials[\"WeatheredWall\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\n    \"\"\"Create a weathered house with walls and a corrugated metal roof\"\"\"\n    parts = []\n    \n    # Walls (4 walls + floor)\n    # Front wall (with a door/window hole)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    wall = bpy.context.active_object\n    wall.name = f\"{name}_walls\"\n    wall.scale = (width/2, depth/2, height/2)\n    wall.location = (location[0], location[1], location[2] + height/2)\n    wall.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Edit mode to create door and window openings\n    bpy.ops.object.mode_set(mode='EDIT')\n    bm = bmesh.from_edit_mesh(wall.data)\n    \n    # Subdivide faces for cutting openings\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\n    bmesh.update_edit_mesh(wall.data)\n    bpy.ops.mesh.select_all(action='DESELECT')\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Use boolean approach - create cutter objects\n    # Door\n    door_w = 1.0\n    door_h = 2.0\n    \n    # Create cutter for door\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    door_cut = bpy.context.active_object\n    door_cut.scale = (door_w/2, depth, door_h/2)\n    door_loc = (location[0], location[1], location[2] + door_h/2)\n    door_cut.location = door_loc\n    door_cut.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Boolean cut door\n    bpy.context.view_layer.objects.active = wall\n    mod = wall.modifiers.new(\"DoorCut\", 'BOOLEAN')\n    mod.operation = 'DIFFERENCE'\n    mod.object = door_cut\n    bpy.ops.object.modifier_apply(modifier=\"DoorCut\")\n    bpy.data.objects.remove(door_cut, do_unlink=True)\n    \n    # Window cutouts (front and one side)\n    win_w = 1.2\n    win_h = 1.0\n    win_z = height * 0.6\n    \n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n        win_cut = bpy.context.active_object\n        win_cut.scale = (win_w/2, depth, win_h/2)\n        # Rotate offset relative to house\n        cos_r = math.cos(rotation)\n        sin_r = math.sin(rotation)\n        rx = offset_x * cos_r - offset_y * sin_r\n        ry = offset_x * sin_r + offset_y * cos_r\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\n        win_cut.rotation_euler = (0, 0, rotation)\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n        \n        bpy.context.view_layer.objects.active = wall\n        mod = wall.modifiers.new(\"WinCut\", 'BOOLEAN')\n        mod.operation = 'DIFFERENCE'\n        mod.object = win_cut\n        bpy.ops.object.modifier_apply(modifier=\"WinCut\")\n        bpy.data.objects.remove(win_cut, do_unlink=True)\n    \n    # Add wall material\n    wall.data.materials.append(wall_mat)\n    parts.append(wall)\n    \n    # Roof - corrugated metal, gabled\n    # Create a triangular prism roof\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\n    roof = bpy.context.active_object\n    roof.name = f\"{name}_roof\"\n    \n    # Build roof as a prism\n    bm = bmesh.new()\n    # Create a gable roof shape\n    w_half = width/2 + 0.4\n    d_half = depth/2 + 0.4\n    rh = roof_height\n    \n    verts = [\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\n        bm.verts.new((0, d_half, rh)),        # 5 top back\n    ]\n    \n    # Faces\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\n    \n    bm.to_mesh(roof.data)\n    bm.free()\n    \n    roof.location = (location[0], location[1], location[2] + height)\n    roof.rotation_euler = (0, 0, rotation)\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\n    \n    # Add subdivisions to roof for corrugation effect\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.select_all(action='SELECT')\n    bpy.ops.mesh.subdivide(number_cuts=8)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Corrugate the roof - displace along Z based on position\n    for v in roof.data.vertices:\n        # Only corrugate roof surface verts (top-facing)\n        local_pos = v.co.copy()\n        # Corrugation along the width\n        corrug = math.sin(local_pos.x * 8) * 0.03\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\n    \n    roof.data.materials.append(roof_mat)\n    # Shade smooth for roof\n    bpy.ops.object.shade_smooth()\n    parts.append(roof)\n    \n    return parts\n\n# Create 5 houses arranged in a loose village layout\nhouse_configs = [\n    (\"House1\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\n    (\"House2\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\n    (\"House3\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\n    (\"House4\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\n    (\"House5\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\n]\n\nall_house_parts = []\nfor config in house_configs:\n    parts = create_house(*config)\n    all_house_parts.extend(parts)\n\nprint(f\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\")\n", "user_prompt": "Create 5 weathered houses with walls and corrugated rusted metal roofs"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}
{"ts": "2026-07-15T05:24:33.571146+00:00", "type": "tool_result", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "name": "execute_blender_code", "text": "Code executed successfully: Created 10 house parts for 5 houses\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:25:04.600566+00:00", "type": "llm_call", "call_index": 6, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:24:33.572146+00:00", "finished_at": "2026-07-15T05:25:04.600566+00:00", "duration_s": 31.03200000000652, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:24:33.572146+00:00", "finished_at": "2026-07-15T05:25:04.600566+00:00", "duration_s": 31.03200000000652, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "40275", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    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"body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093072-kxoX0n8OdAAarR6TIYxV\",\"object\":\"chat.completion\",\"created\":1784093072,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":10209,\"completion_tokens\":1829,\"total_tokens\":12038,\"cost\":0.0075832192,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":9203,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0075832192,\"upstream_inference_prompt_cost\":0.0024327552,\"upstream_inference_completions_cost\":0.005150464},\"completion_tokens_details\":{\"reasoning_tokens\":1828,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "
         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         
{"id":"gen-1784093072-kxoX0n8OdAAarR6TIYxV","object":"chat.completion","created":1784093072,"model":"z-ai/glm-5.2","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_c7fc5562b33b44dc8d07626a","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}}],"usage":{"prompt_tokens":10209,"completion_tokens":1829,"total_tokens":12038,"cost":0.0075832192,"is_byok":false,"prompt_tokens_details":{"cached_tokens":9203,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0075832192,"upstream_inference_prompt_cost":0.0024327552,"upstream_inference_completions_cost":0.005150464},"completion_tokens_details":{"reasoning_tokens":1828,"image_tokens":0,"audio_tokens":0}}}"}, "error": null}], "response": {"text": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- FOLIAGE MATERIALS ----\n\n# Grass material\ngrass_mat = bpy.data.materials.new(\"Grass\")\ngrass_mat.use_nodes = True\nnodes = grass_mat.node_tree.nodes\nlinks = grass_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\nnoise.inputs['Scale'].default_value = 10.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\nramp2 = color_ramp.color_ramp.elements.new(0.9)\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\n\nbsdf.inputs['Roughness'].default_value = 0.9\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Ivy/Vine material - darker green\nvine_mat = bpy.data.materials.new(\"Vine\")\nvine_mat.use_nodes = True\nnodes = vine_mat.node_tree.nodes\nlinks = vine_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 8.0\nnoise.inputs['Detail'].default_value = 5.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.25\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\ncolor_ramp.color_ramp.elements[2].position = 0.85\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\n\nbsdf.inputs['Roughness'].default_value = 0.85\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Moss material\nmoss_mat = bpy.data.materials.new(\"Moss\")\nmoss_mat.use_nodes = True\nnodes = moss_mat.node_tree.nodes\nlinks = moss_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 15.0\nnoise.inputs['Detail'].default_value = 10.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.2, 0.05, 1)\ncolor_ramp.color_ramp.elements[2].position = 0.85\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Tree/bush trunk material\nbark_mat = bpy.data.materials.new(\"Bark\")\nbark_mat.use_nodes = True\nnodes = bark_mat.node_tree.nodes\nlinks = bark_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 12.0\nnoise.inputs['Detail'].default_value = 8.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.95\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Leaf material\nleaf_mat = bpy.data.materials.new(\"Leaf\")\nleaf_mat.use_nodes = True\nnodes = leaf_mat.node_tree.nodes\nlinks = leaf_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 6.0\nnoise.inputs['Detail'].default_value = 4.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.2\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\nramp2 = color_ramp.color_ramp.elements.new(0.5)\nramp2.color = (0.1, 0.2, 0.04, 1)\ncolor_ramp.color_ramp.elements[2].position = 0.8\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.8\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\nprint(\"Foliage materials created\")\n", "user_prompt": "Create foliage materials: grass, vine, moss, bark, leaf"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}", "parse_error": null}], "tokens_in": 10209, "tokens_out": 1829, "cost_usd": 0.0075832192, "cached_tokens": 9203}, "error": null}
{"ts": "2026-07-15T05:25:04.601572+00:00", "type": "assistant", "text": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- FOLIAGE MATERIALS ----\n\n# Grass material\ngrass_mat = bpy.data.materials.new(\"Grass\")\ngrass_mat.use_nodes = True\nnodes = grass_mat.node_tree.nodes\nlinks = grass_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\nnoise.inputs['Scale'].default_value = 10.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\nramp2 = color_ramp.color_ramp.elements.new(0.9)\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\n\nbsdf.inputs['Roughness'].default_value = 0.9\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Ivy/Vine material - darker green\nvine_mat = bpy.data.materials.new(\"Vine\")\nvine_mat.use_nodes = True\nnodes = vine_mat.node_tree.nodes\nlinks = vine_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 8.0\nnoise.inputs['Detail'].default_value = 5.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.25\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\ncolor_ramp.color_ramp.elements[2].position = 0.85\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\n\nbsdf.inputs['Roughness'].default_value = 0.85\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Moss material\nmoss_mat = bpy.data.materials.new(\"Moss\")\nmoss_mat.use_nodes = True\nnodes = moss_mat.node_tree.nodes\nlinks = moss_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 15.0\nnoise.inputs['Detail'].default_value = 10.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.2, 0.05, 1)\ncolor_ramp.color_ramp.elements[2].position = 0.85\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Tree/bush trunk material\nbark_mat = bpy.data.materials.new(\"Bark\")\nbark_mat.use_nodes = True\nnodes = bark_mat.node_tree.nodes\nlinks = bark_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 12.0\nnoise.inputs['Detail'].default_value = 8.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.95\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Leaf material\nleaf_mat = bpy.data.materials.new(\"Leaf\")\nleaf_mat.use_nodes = True\nnodes = leaf_mat.node_tree.nodes\nlinks = leaf_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 6.0\nnoise.inputs['Detail'].default_value = 4.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.2\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\nramp2 = color_ramp.color_ramp.elements.new(0.5)\nramp2.color = (0.1, 0.2, 0.04, 1)\ncolor_ramp.color_ramp.elements[2].position = 0.8\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.8\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\nprint(\"Foliage materials created\")\n", "user_prompt": "Create foliage materials: grass, vine, moss, bark, leaf"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:25:04.601572+00:00", "type": "tool_call", "id": "call_c7fc5562b33b44dc8d07626a", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- FOLIAGE MATERIALS ----\n\n# Grass material\ngrass_mat = bpy.data.materials.new(\"Grass\")\ngrass_mat.use_nodes = True\nnodes = grass_mat.node_tree.nodes\nlinks = grass_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\nmapping = nodes.new(\"ShaderNodeMapping\")\ntex_coord = nodes.new(\"ShaderNodeTexCoord\")\n\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\nnoise.inputs['Scale'].default_value = 10.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\nramp2 = color_ramp.color_ramp.elements.new(0.9)\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\n\nbsdf.inputs['Roughness'].default_value = 0.9\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\n\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Ivy/Vine material - darker green\nvine_mat = bpy.data.materials.new(\"Vine\")\nvine_mat.use_nodes = True\nnodes = vine_mat.node_tree.nodes\nlinks = vine_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 8.0\nnoise.inputs['Detail'].default_value = 5.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.25\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\ncolor_ramp.color_ramp.elements[2].position = 0.85\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\n\nbsdf.inputs['Roughness'].default_value = 0.85\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Moss material\nmoss_mat = bpy.data.materials.new(\"Moss\")\nmoss_mat.use_nodes = True\nnodes = moss_mat.node_tree.nodes\nlinks = moss_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 15.0\nnoise.inputs['Detail'].default_value = 10.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\nramp2 = color_ramp.color_ramp.elements.new(0.6)\nramp2.color = (0.15, 0.2, 0.05, 1)\ncolor_ramp.color_ramp.elements[2].position = 0.85\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Tree/bush trunk material\nbark_mat = bpy.data.materials.new(\"Bark\")\nbark_mat.use_nodes = True\nnodes = bark_mat.node_tree.nodes\nlinks = bark_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 12.0\nnoise.inputs['Detail'].default_value = 8.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.95\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Leaf material\nleaf_mat = bpy.data.materials.new(\"Leaf\")\nleaf_mat.use_nodes = True\nnodes = leaf_mat.node_tree.nodes\nlinks = leaf_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 6.0\nnoise.inputs['Detail'].default_value = 4.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.2\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\nramp2 = color_ramp.color_ramp.elements.new(0.5)\nramp2.color = (0.1, 0.2, 0.04, 1)\ncolor_ramp.color_ramp.elements[2].position = 0.8\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.8\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\nprint(\"Foliage materials created\")\n", "user_prompt": "Create foliage materials: grass, vine, moss, bark, leaf"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}
{"ts": "2026-07-15T05:25:04.633901+00:00", "type": "tool_result", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "name": "execute_blender_code", "text": "Code executed successfully: Foliage materials created\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:25:21.966839+00:00", "type": "llm_call", "call_index": 7, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:25:04.635053+00:00", "finished_at": "2026-07-15T05:25:21.966839+00:00", "duration_s": 17.344000000011874, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:25:04.635053+00:00", "finished_at": "2026-07-15T05:25:21.966839+00:00", "duration_s": 17.344000000011874, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "46872", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    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\n{\"id\":\"gen-1784093103-Dc8pjbvO5spQSb3FZ9Yr\",\"object\":\"chat.completion\",\"created\":1784093103,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_67160c8699d94d999d9fac7f\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        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rooftops\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":12052,\"completion_tokens\":808,\"total_tokens\":12860,\"cost\":0.00512128,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":10900,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.00512128,\"upstream_inference_prompt_cost\":0.002845952,\"upstream_inference_completions_cost\":0.002275328},\"completion_tokens_details\":{\"reasoning_tokens\":808,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\n# Create scattered grass patches around the village\nfor i in range(40):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    # Skip if too close to center houses area\n    dist_from_center = math.sqrt(x*x + y*y)\n    if dist_from_center < 3:\n        continue\n    \n    size = random.uniform(2, 6)\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\n    patch = bpy.context.active_object\n    patch.name = f\"GrassPatch_{i}\"\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\n    \n    # Subdivide\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=5)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Displace for tufty grass\n    for v in patch.data.vertices:\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\n    \n    # Random scale variation\n    s = random.uniform(0.7, 1.3)\n    patch.scale = (s, s, s)\n    bpy.ops.object.transform_apply(scale=True)\n    \n    patch.data.materials.append(grass_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(f\"Created grass patches\")\n\n# ---- MOSS ON ROOFS ----\n# Add moss patches on top of roof objects\nroof_objects = [obj for obj in bpy.data.objects if \"roof\" in obj.name.lower()]\nfor roof in roof_objects:\n    # Get bounding box\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Add a few moss patches on the roof\n    for j in range(5):\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\n        moss_size = random.uniform(0.5, 1.5)\n        \n        # Position moss on top of roof\n        z = max_z + 0.02\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \n            location=(center.x + offset_x, center.y + offset_y, z))\n        moss = bpy.context.active_object\n        moss.name = f\"Moss_{roof.name}_{j}\"\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\n        \n        # Slight curve to follow roof\n        bpy.ops.object.mode_set(mode='EDIT')\n        bpy.ops.mesh.subdivide(number_cuts=3)\n        bpy.ops.object.mode_set(mode='OBJECT')\n        for v in moss.data.vertices:\n            v.co.z += random.uniform(0, 0.08)\n        \n        moss.data.materials.append(moss_mat)\n        bpy.ops.object.shade_smooth()\n\nprint(f\"Created moss patches on roofs\")\n", "user_prompt": "Create grass patches and moss on rooftops"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}", "parse_error": null}], "tokens_in": 12052, "tokens_out": 808, "cost_usd": 0.00512128, "cached_tokens": 10900}, "error": null}
{"ts": "2026-07-15T05:25:21.969873+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\n# Create scattered grass patches around the village\nfor i in range(40):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    # Skip if too close to center houses area\n    dist_from_center = math.sqrt(x*x + y*y)\n    if dist_from_center < 3:\n        continue\n    \n    size = random.uniform(2, 6)\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\n    patch = bpy.context.active_object\n    patch.name = f\"GrassPatch_{i}\"\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\n    \n    # Subdivide\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=5)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Displace for tufty grass\n    for v in patch.data.vertices:\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\n    \n    # Random scale variation\n    s = random.uniform(0.7, 1.3)\n    patch.scale = (s, s, s)\n    bpy.ops.object.transform_apply(scale=True)\n    \n    patch.data.materials.append(grass_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(f\"Created grass patches\")\n\n# ---- MOSS ON ROOFS ----\n# Add moss patches on top of roof objects\nroof_objects = [obj for obj in bpy.data.objects if \"roof\" in obj.name.lower()]\nfor roof in roof_objects:\n    # Get bounding box\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Add a few moss patches on the roof\n    for j in range(5):\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\n        moss_size = random.uniform(0.5, 1.5)\n        \n        # Position moss on top of roof\n        z = max_z + 0.02\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \n            location=(center.x + offset_x, center.y + offset_y, z))\n        moss = bpy.context.active_object\n        moss.name = f\"Moss_{roof.name}_{j}\"\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\n        \n        # Slight curve to follow roof\n        bpy.ops.object.mode_set(mode='EDIT')\n        bpy.ops.mesh.subdivide(number_cuts=3)\n        bpy.ops.object.mode_set(mode='OBJECT')\n        for v in moss.data.vertices:\n            v.co.z += random.uniform(0, 0.08)\n        \n        moss.data.materials.append(moss_mat)\n        bpy.ops.object.shade_smooth()\n\nprint(f\"Created moss patches on roofs\")\n", "user_prompt": "Create grass patches and moss on rooftops"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:25:21.969873+00:00", "type": "tool_call", "id": "call_67160c8699d94d999d9fac7f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\n# Create scattered grass patches around the village\nfor i in range(40):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    # Skip if too close to center houses area\n    dist_from_center = math.sqrt(x*x + y*y)\n    if dist_from_center < 3:\n        continue\n    \n    size = random.uniform(2, 6)\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\n    patch = bpy.context.active_object\n    patch.name = f\"GrassPatch_{i}\"\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\n    \n    # Subdivide\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=5)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    \n    # Displace for tufty grass\n    for v in patch.data.vertices:\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\n    \n    # Random scale variation\n    s = random.uniform(0.7, 1.3)\n    patch.scale = (s, s, s)\n    bpy.ops.object.transform_apply(scale=True)\n    \n    patch.data.materials.append(grass_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(f\"Created grass patches\")\n\n# ---- MOSS ON ROOFS ----\n# Add moss patches on top of roof objects\nroof_objects = [obj for obj in bpy.data.objects if \"roof\" in obj.name.lower()]\nfor roof in roof_objects:\n    # Get bounding box\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Add a few moss patches on the roof\n    for j in range(5):\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\n        moss_size = random.uniform(0.5, 1.5)\n        \n        # Position moss on top of roof\n        z = max_z + 0.02\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \n            location=(center.x + offset_x, center.y + offset_y, z))\n        moss = bpy.context.active_object\n        moss.name = f\"Moss_{roof.name}_{j}\"\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\n        \n        # Slight curve to follow roof\n        bpy.ops.object.mode_set(mode='EDIT')\n        bpy.ops.mesh.subdivide(number_cuts=3)\n        bpy.ops.object.mode_set(mode='OBJECT')\n        for v in moss.data.vertices:\n            v.co.z += random.uniform(0, 0.08)\n        \n        moss.data.materials.append(moss_mat)\n        bpy.ops.object.shade_smooth()\n\nprint(f\"Created moss patches on roofs\")\n", "user_prompt": "Create grass patches and moss on rooftops"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}
{"ts": "2026-07-15T05:25:22.227923+00:00", "type": "tool_result", "tool_call_id": "call_67160c8699d94d999d9fac7f", "name": "execute_blender_code", "text": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:25:48.560304+00:00", "type": "llm_call", "call_index": 8, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:25:22.228928+00:00", "finished_at": "2026-07-15T05:25:48.560304+00:00", "duration_s": 26.34299999999348, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:25:22.228928+00:00", "finished_at": "2026-07-15T05:25:48.560304+00:00", "duration_s": 26.34299999999348, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "50282", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:25:24 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093120-eRdoACEmNgJZMu9oQWTH", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b6589529f6cc4c-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093120-eRdoACEmNgJZMu9oQWTH\",\"object\":\"chat.completion\",\"created\":1784093120,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_b22359a3aef34cedbc9529ce\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":12878,\"completion_tokens\":1189,\"total_tokens\":14067,\"cost\":0.0063046272,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":11763,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0063046272,\"upstream_inference_prompt_cost\":0.0029564032,\"upstream_inference_completions_cost\":0.003348224},\"completion_tokens_details\":{\"reasoning_tokens\":1189,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "
         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         
{"id":"gen-1784093120-eRdoACEmNgJZMu9oQWTH","object":"chat.completion","created":1784093120,"model":"z-ai/glm-5.2","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":null,"refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_b22359a3aef34cedbc9529ce","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}}],"usage":{"prompt_tokens":12878,"completion_tokens":1189,"total_tokens":14067,"cost":0.0063046272,"is_byok":false,"prompt_tokens_details":{"cached_tokens":11763,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0063046272,"upstream_inference_prompt_cost":0.0029564032,"upstream_inference_completions_cost":0.003348224},"completion_tokens_details":{"reasoning_tokens":1189,"image_tokens":0,"audio_tokens":0}}}"}, "error": null}], "response": {"text": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# ---- VINES CREEPING UP WALLS ----\n# Create vine curves on house walls\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nvine_count = 0\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_x = min(v.x for v in bbox)\n    max_x = max(v.x for v in bbox)\n    min_y = min(v.y for v in bbox)\n    max_y = max(v.y for v in bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Create 3-4 vines per house\n    num_vines = random.randint(3, 5)\n    for v_idx in range(num_vines):\n        # Pick a wall side\n        side = random.choice(['front', 'back', 'left', 'right'])\n        \n        if side == 'front':\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\n            y = min_y\n            z_start = min_z\n        elif side == 'back':\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\n            y = max_y\n            z_start = min_z\n        elif side == 'left':\n            x = min_x\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\n            z_start = min_z\n        else:\n            x = max_x\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\n            z_start = min_z\n        \n        # Vine height (random, some reach the top)\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\n        \n        # Create vine as a curve\n        curve_data = bpy.data.curves.new(f\"VineCurve_{vine_count}\", type='CURVE')\n        curve_data.dimensions = '3D'\n        curve_data.resolution_u = 4\n        \n        spline = curve_data.splines.new('BEZIER')\n        num_points = max(5, int(vine_height / 0.3))\n        spline.bezier_points.add(num_points - 1)\n        \n        for i in range(num_points):\n            t = i / (num_points - 1)\n            z = z_start + t * vine_height\n            # Slight horizontal wandering\n            wander = math.sin(t * 6 + v_idx) * 0.15\n            if side in ['front', 'back']:\n                px = x + wander\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\n            else:\n                px = x + (0.05 if side == 'right' else -0.05)\n                py = y + wander\n            \n            pt = spline.bezier_points[i]\n            pt.co = (px, py, z)\n            pt.handle_left = (px - 0.1, py, z)\n            pt.handle_right = (px + 0.1, py, z)\n        \n        # Set curve to have bevel for thickness\n        curve_data.bevel_depth = 0.02\n        curve_data.bevel_resolution = 2\n        \n        vine_obj = bpy.data.objects.new(f\"Vine_{vine_count}\", curve_data)\n        bpy.context.collection.objects.link(vine_obj)\n        vine_obj.data.materials.append(vine_mat)\n        \n        # Add small leaves along vine\n        num_leaves = int(vine_height * 3)\n        for l in range(num_leaves):\n            t = (l + 1) / (num_leaves + 1)\n            lz = z_start + t * vine_height\n            lw = math.sin(t * 7 + v_idx) * 0.15\n            if side in ['front', 'back']:\n                lx = x + lw + random.uniform(-0.1, 0.1)\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\n            else:\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\n                ly = y + lw + random.uniform(-0.1, 0.1)\n            \n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\n            leaf = bpy.context.active_object\n            leaf.name = f\"VineLeaf_{vine_count}_{l}\"\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\n            leaf.data.materials.append(vine_mat)\n        \n        vine_count += 1\n\nprint(f\"Created {vine_count} vines on walls\")\n", "user_prompt": "Create vines creeping up walls with leaves"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}", "parse_error": null}], "tokens_in": 12878, "tokens_out": 1189, "cost_usd": 0.0063046272, "cached_tokens": 11763}, "error": null}
{"ts": "2026-07-15T05:25:48.562814+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# ---- VINES CREEPING UP WALLS ----\n# Create vine curves on house walls\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nvine_count = 0\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_x = min(v.x for v in bbox)\n    max_x = max(v.x for v in bbox)\n    min_y = min(v.y for v in bbox)\n    max_y = max(v.y for v in bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Create 3-4 vines per house\n    num_vines = random.randint(3, 5)\n    for v_idx in range(num_vines):\n        # Pick a wall side\n        side = random.choice(['front', 'back', 'left', 'right'])\n        \n        if side == 'front':\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\n            y = min_y\n            z_start = min_z\n        elif side == 'back':\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\n            y = max_y\n            z_start = min_z\n        elif side == 'left':\n            x = min_x\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\n            z_start = min_z\n        else:\n            x = max_x\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\n            z_start = min_z\n        \n        # Vine height (random, some reach the top)\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\n        \n        # Create vine as a curve\n        curve_data = bpy.data.curves.new(f\"VineCurve_{vine_count}\", type='CURVE')\n        curve_data.dimensions = '3D'\n        curve_data.resolution_u = 4\n        \n        spline = curve_data.splines.new('BEZIER')\n        num_points = max(5, int(vine_height / 0.3))\n        spline.bezier_points.add(num_points - 1)\n        \n        for i in range(num_points):\n            t = i / (num_points - 1)\n            z = z_start + t * vine_height\n            # Slight horizontal wandering\n            wander = math.sin(t * 6 + v_idx) * 0.15\n            if side in ['front', 'back']:\n                px = x + wander\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\n            else:\n                px = x + (0.05 if side == 'right' else -0.05)\n                py = y + wander\n            \n            pt = spline.bezier_points[i]\n            pt.co = (px, py, z)\n            pt.handle_left = (px - 0.1, py, z)\n            pt.handle_right = (px + 0.1, py, z)\n        \n        # Set curve to have bevel for thickness\n        curve_data.bevel_depth = 0.02\n        curve_data.bevel_resolution = 2\n        \n        vine_obj = bpy.data.objects.new(f\"Vine_{vine_count}\", curve_data)\n        bpy.context.collection.objects.link(vine_obj)\n        vine_obj.data.materials.append(vine_mat)\n        \n        # Add small leaves along vine\n        num_leaves = int(vine_height * 3)\n        for l in range(num_leaves):\n            t = (l + 1) / (num_leaves + 1)\n            lz = z_start + t * vine_height\n            lw = math.sin(t * 7 + v_idx) * 0.15\n            if side in ['front', 'back']:\n                lx = x + lw + random.uniform(-0.1, 0.1)\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\n            else:\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\n                ly = y + lw + random.uniform(-0.1, 0.1)\n            \n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\n            leaf = bpy.context.active_object\n            leaf.name = f\"VineLeaf_{vine_count}_{l}\"\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\n            leaf.data.materials.append(vine_mat)\n        \n        vine_count += 1\n\nprint(f\"Created {vine_count} vines on walls\")\n", "user_prompt": "Create vines creeping up walls with leaves"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:25:48.562814+00:00", "type": "tool_call", "id": "call_b22359a3aef34cedbc9529ce", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# ---- VINES CREEPING UP WALLS ----\n# Create vine curves on house walls\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nvine_count = 0\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_x = min(v.x for v in bbox)\n    max_x = max(v.x for v in bbox)\n    min_y = min(v.y for v in bbox)\n    max_y = max(v.y for v in bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Create 3-4 vines per house\n    num_vines = random.randint(3, 5)\n    for v_idx in range(num_vines):\n        # Pick a wall side\n        side = random.choice(['front', 'back', 'left', 'right'])\n        \n        if side == 'front':\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\n            y = min_y\n            z_start = min_z\n        elif side == 'back':\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\n            y = max_y\n            z_start = min_z\n        elif side == 'left':\n            x = min_x\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\n            z_start = min_z\n        else:\n            x = max_x\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\n            z_start = min_z\n        \n        # Vine height (random, some reach the top)\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\n        \n        # Create vine as a curve\n        curve_data = bpy.data.curves.new(f\"VineCurve_{vine_count}\", type='CURVE')\n        curve_data.dimensions = '3D'\n        curve_data.resolution_u = 4\n        \n        spline = curve_data.splines.new('BEZIER')\n        num_points = max(5, int(vine_height / 0.3))\n        spline.bezier_points.add(num_points - 1)\n        \n        for i in range(num_points):\n            t = i / (num_points - 1)\n            z = z_start + t * vine_height\n            # Slight horizontal wandering\n            wander = math.sin(t * 6 + v_idx) * 0.15\n            if side in ['front', 'back']:\n                px = x + wander\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\n            else:\n                px = x + (0.05 if side == 'right' else -0.05)\n                py = y + wander\n            \n            pt = spline.bezier_points[i]\n            pt.co = (px, py, z)\n            pt.handle_left = (px - 0.1, py, z)\n            pt.handle_right = (px + 0.1, py, z)\n        \n        # Set curve to have bevel for thickness\n        curve_data.bevel_depth = 0.02\n        curve_data.bevel_resolution = 2\n        \n        vine_obj = bpy.data.objects.new(f\"Vine_{vine_count}\", curve_data)\n        bpy.context.collection.objects.link(vine_obj)\n        vine_obj.data.materials.append(vine_mat)\n        \n        # Add small leaves along vine\n        num_leaves = int(vine_height * 3)\n        for l in range(num_leaves):\n            t = (l + 1) / (num_leaves + 1)\n            lz = z_start + t * vine_height\n            lw = math.sin(t * 7 + v_idx) * 0.15\n            if side in ['front', 'back']:\n                lx = x + lw + random.uniform(-0.1, 0.1)\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\n            else:\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\n                ly = y + lw + random.uniform(-0.1, 0.1)\n            \n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\n            leaf = bpy.context.active_object\n            leaf.name = f\"VineLeaf_{vine_count}_{l}\"\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\n            leaf.data.materials.append(vine_mat)\n        \n        vine_count += 1\n\nprint(f\"Created {vine_count} vines on walls\")\n", "user_prompt": "Create vines creeping up walls with leaves"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}
{"ts": "2026-07-15T05:25:49.096504+00:00", "type": "tool_result", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "name": "execute_blender_code", "text": "Code executed successfully: Created 21 vines on walls\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:26:10.281068+00:00", "type": "llm_call", "call_index": 9, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:25:49.097026+00:00", "finished_at": "2026-07-15T05:26:10.280067+00:00", "duration_s": 21.187000000005355, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:25:49.097026+00:00", "finished_at": "2026-07-15T05:26:10.280067+00:00", "duration_s": 21.187000000005355, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "55019", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    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\n{\"id\":\"gen-1784093147-90Ma00kvpNP3m7hJNneh\",\"object\":\"chat.completion\",\"created\":1784093147,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_97ddc40855ca41fdb60891dc\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":14082,\"completion_tokens\":1152,\"total_tokens\":15234,\"cost\":0.0064985472,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":12833,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0064985472,\"upstream_inference_prompt_cost\":0.0032545152,\"upstream_inference_completions_cost\":0.003244032},\"completion_tokens_details\":{\"reasoning_tokens\":1154,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nbark_mat = bpy.data.materials[\"Bark\"]\nleaf_mat = bpy.data.materials[\"Leaf\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- BUSHES AND SHRUBS ----\n# Scattered around the village\nfor i in range(25):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    # Avoid center\n    if math.sqrt(x*x + y*y) < 2:\n        x += 3 * (1 if x > 0 else -1)\n        y += 3 * (1 if y > 0 else -1)\n    \n    # Bush: cluster of icospheres\n    bush_size = random.uniform(0.5, 1.5)\n    num_lumps = random.randint(3, 7)\n    for j in range(num_lumps):\n        ox = random.uniform(-bush_size, bush_size) * 0.5\n        oy = random.uniform(-bush_size, bush_size) * 0.5\n        oz = random.uniform(0, bush_size * 0.3)\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\n        \n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \n            location=(x + ox, y + oy, oz))\n        lump = bpy.context.active_object\n        lump.name = f\"Bush_{i}_{j}\"\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\n        bpy.ops.object.transform_apply(scale=True)\n        bpy.ops.object.shade_smooth()\n        lump.data.materials.append(leaf_mat)\n\nprint(\"Created bushes\")\n\n# ---- TREES (a few larger ones) ----\ntree_positions = [\n    (-14, -10, 0),\n    (12, -8, 0),\n    (-16, 10, 0),\n    (15, 12, 0),\n    (-2, -14, 0),\n    (18, 0, 0),\n]\n\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\n    trunk_h = random.uniform(3, 5)\n    trunk_r = random.uniform(0.15, 0.25)\n    \n    # Trunk\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\n        location=(tx, ty, tz + trunk_h/2))\n    trunk = bpy.context.active_object\n    trunk.name = f\"TreeTrunk_{t_idx}\"\n    bpy.ops.object.shade_smooth()\n    trunk.data.materials.append(bark_mat)\n    \n    # Crown - multiple icospheres\n    crown_size = random.uniform(1.5, 2.5)\n    num_crown = random.randint(5, 10)\n    for c in range(num_crown):\n        ox = random.uniform(-crown_size, crown_size) * 0.6\n        oy = random.uniform(-crown_size, crown_size) * 0.6\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\n        \n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\n        crown = bpy.context.active_object\n        crown.name = f\"TreeCrown_{t_idx}_{c}\"\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\n        bpy.ops.object.transform_apply(scale=True)\n        bpy.ops.object.shade_smooth()\n        crown.data.materials.append(leaf_mat)\n\nprint(f\"Created {len(tree_positions)} trees\")\n\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\nfor hx, hy in house_positions:\n    for m in range(8):\n        angle = random.uniform(0, 2 * math.pi)\n        dist = random.uniform(1, 4)\n        mx = hx + math.cos(angle) * dist\n        my = hy + math.sin(angle) * dist\n        ms = random.uniform(0.5, 2.0)\n        \n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\n        moss = bpy.context.active_object\n        moss.name = f\"GroundMoss_{hx}_{hy}_{m}\"\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\n        bpy.ops.object.mode_set(mode='EDIT')\n        bpy.ops.mesh.subdivide(number_cuts=3)\n        bpy.ops.object.mode_set(mode='OBJECT')\n        for v in moss.data.vertices:\n            v.co.z += random.uniform(0, 0.05)\n        moss.data.materials.append(moss_mat)\n        bpy.ops.object.shade_smooth()\n\nprint(\"Created ground moss near houses\")\n", "user_prompt": "Create bushes, trees, and ground moss near houses"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}", "parse_error": null}], "tokens_in": 14082, "tokens_out": 1152, "cost_usd": 0.0064985472, "cached_tokens": 12833}, "error": null}
{"ts": "2026-07-15T05:26:10.282572+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nbark_mat = bpy.data.materials[\"Bark\"]\nleaf_mat = bpy.data.materials[\"Leaf\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- BUSHES AND SHRUBS ----\n# Scattered around the village\nfor i in range(25):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    # Avoid center\n    if math.sqrt(x*x + y*y) < 2:\n        x += 3 * (1 if x > 0 else -1)\n        y += 3 * (1 if y > 0 else -1)\n    \n    # Bush: cluster of icospheres\n    bush_size = random.uniform(0.5, 1.5)\n    num_lumps = random.randint(3, 7)\n    for j in range(num_lumps):\n        ox = random.uniform(-bush_size, bush_size) * 0.5\n        oy = random.uniform(-bush_size, bush_size) * 0.5\n        oz = random.uniform(0, bush_size * 0.3)\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\n        \n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \n            location=(x + ox, y + oy, oz))\n        lump = bpy.context.active_object\n        lump.name = f\"Bush_{i}_{j}\"\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\n        bpy.ops.object.transform_apply(scale=True)\n        bpy.ops.object.shade_smooth()\n        lump.data.materials.append(leaf_mat)\n\nprint(\"Created bushes\")\n\n# ---- TREES (a few larger ones) ----\ntree_positions = [\n    (-14, -10, 0),\n    (12, -8, 0),\n    (-16, 10, 0),\n    (15, 12, 0),\n    (-2, -14, 0),\n    (18, 0, 0),\n]\n\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\n    trunk_h = random.uniform(3, 5)\n    trunk_r = random.uniform(0.15, 0.25)\n    \n    # Trunk\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\n        location=(tx, ty, tz + trunk_h/2))\n    trunk = bpy.context.active_object\n    trunk.name = f\"TreeTrunk_{t_idx}\"\n    bpy.ops.object.shade_smooth()\n    trunk.data.materials.append(bark_mat)\n    \n    # Crown - multiple icospheres\n    crown_size = random.uniform(1.5, 2.5)\n    num_crown = random.randint(5, 10)\n    for c in range(num_crown):\n        ox = random.uniform(-crown_size, crown_size) * 0.6\n        oy = random.uniform(-crown_size, crown_size) * 0.6\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\n        \n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\n        crown = bpy.context.active_object\n        crown.name = f\"TreeCrown_{t_idx}_{c}\"\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\n        bpy.ops.object.transform_apply(scale=True)\n        bpy.ops.object.shade_smooth()\n        crown.data.materials.append(leaf_mat)\n\nprint(f\"Created {len(tree_positions)} trees\")\n\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\nfor hx, hy in house_positions:\n    for m in range(8):\n        angle = random.uniform(0, 2 * math.pi)\n        dist = random.uniform(1, 4)\n        mx = hx + math.cos(angle) * dist\n        my = hy + math.sin(angle) * dist\n        ms = random.uniform(0.5, 2.0)\n        \n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\n        moss = bpy.context.active_object\n        moss.name = f\"GroundMoss_{hx}_{hy}_{m}\"\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\n        bpy.ops.object.mode_set(mode='EDIT')\n        bpy.ops.mesh.subdivide(number_cuts=3)\n        bpy.ops.object.mode_set(mode='OBJECT')\n        for v in moss.data.vertices:\n            v.co.z += random.uniform(0, 0.05)\n        moss.data.materials.append(moss_mat)\n        bpy.ops.object.shade_smooth()\n\nprint(\"Created ground moss near houses\")\n", "user_prompt": "Create bushes, trees, and ground moss near houses"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:26:10.282572+00:00", "type": "tool_call", "id": "call_97ddc40855ca41fdb60891dc", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nbark_mat = bpy.data.materials[\"Bark\"]\nleaf_mat = bpy.data.materials[\"Leaf\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- BUSHES AND SHRUBS ----\n# Scattered around the village\nfor i in range(25):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    # Avoid center\n    if math.sqrt(x*x + y*y) < 2:\n        x += 3 * (1 if x > 0 else -1)\n        y += 3 * (1 if y > 0 else -1)\n    \n    # Bush: cluster of icospheres\n    bush_size = random.uniform(0.5, 1.5)\n    num_lumps = random.randint(3, 7)\n    for j in range(num_lumps):\n        ox = random.uniform(-bush_size, bush_size) * 0.5\n        oy = random.uniform(-bush_size, bush_size) * 0.5\n        oz = random.uniform(0, bush_size * 0.3)\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\n        \n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \n            location=(x + ox, y + oy, oz))\n        lump = bpy.context.active_object\n        lump.name = f\"Bush_{i}_{j}\"\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\n        bpy.ops.object.transform_apply(scale=True)\n        bpy.ops.object.shade_smooth()\n        lump.data.materials.append(leaf_mat)\n\nprint(\"Created bushes\")\n\n# ---- TREES (a few larger ones) ----\ntree_positions = [\n    (-14, -10, 0),\n    (12, -8, 0),\n    (-16, 10, 0),\n    (15, 12, 0),\n    (-2, -14, 0),\n    (18, 0, 0),\n]\n\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\n    trunk_h = random.uniform(3, 5)\n    trunk_r = random.uniform(0.15, 0.25)\n    \n    # Trunk\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\n        location=(tx, ty, tz + trunk_h/2))\n    trunk = bpy.context.active_object\n    trunk.name = f\"TreeTrunk_{t_idx}\"\n    bpy.ops.object.shade_smooth()\n    trunk.data.materials.append(bark_mat)\n    \n    # Crown - multiple icospheres\n    crown_size = random.uniform(1.5, 2.5)\n    num_crown = random.randint(5, 10)\n    for c in range(num_crown):\n        ox = random.uniform(-crown_size, crown_size) * 0.6\n        oy = random.uniform(-crown_size, crown_size) * 0.6\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\n        \n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\n        crown = bpy.context.active_object\n        crown.name = f\"TreeCrown_{t_idx}_{c}\"\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\n        bpy.ops.object.transform_apply(scale=True)\n        bpy.ops.object.shade_smooth()\n        crown.data.materials.append(leaf_mat)\n\nprint(f\"Created {len(tree_positions)} trees\")\n\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\nfor hx, hy in house_positions:\n    for m in range(8):\n        angle = random.uniform(0, 2 * math.pi)\n        dist = random.uniform(1, 4)\n        mx = hx + math.cos(angle) * dist\n        my = hy + math.sin(angle) * dist\n        ms = random.uniform(0.5, 2.0)\n        \n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\n        moss = bpy.context.active_object\n        moss.name = f\"GroundMoss_{hx}_{hy}_{m}\"\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\n        bpy.ops.object.mode_set(mode='EDIT')\n        bpy.ops.mesh.subdivide(number_cuts=3)\n        bpy.ops.object.mode_set(mode='OBJECT')\n        for v in moss.data.vertices:\n            v.co.z += random.uniform(0, 0.05)\n        moss.data.materials.append(moss_mat)\n        bpy.ops.object.shade_smooth()\n\nprint(\"Created ground moss near houses\")\n", "user_prompt": "Create bushes, trees, and ground moss near houses"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}
{"ts": "2026-07-15T05:26:13.852012+00:00", "type": "tool_result", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "name": "execute_blender_code", "text": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:26:51.326956+00:00", "type": "llm_call", "call_index": 10, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:26:13.852012+00:00", "finished_at": "2026-07-15T05:26:51.326956+00:00", "duration_s": 37.48399999999674, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:26:13.852012+00:00", "finished_at": "2026-07-15T05:26:51.325955+00:00", "duration_s": 37.48399999999674, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "59381", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:26:17 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093174-rrpPo7BsPssbSaJSJaf2", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b659d7ea112171-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093174-rrpPo7BsPssbSaJSJaf2\",\"object\":\"chat.completion\",\"created\":1784093174,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_5f518f9cd20843e99d83efdf\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":15256,\"completion_tokens\":1626,\"total_tokens\":16882,\"cost\":0.0080943488,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":13917,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0080943488,\"upstream_inference_prompt_cost\":0.0035155328,\"upstream_inference_completions_cost\":0.004578816},\"completion_tokens_details\":{\"reasoning_tokens\":1626,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "
         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         
{"id":"gen-1784093174-rrpPo7BsPssbSaJSJaf2","object":"chat.completion","created":1784093174,"model":"z-ai/glm-5.2","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":null,"refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_5f518f9cd20843e99d83efdf","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}}],"usage":{"prompt_tokens":15256,"completion_tokens":1626,"total_tokens":16882,"cost":0.0080943488,"is_byok":false,"prompt_tokens_details":{"cached_tokens":13917,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0080943488,"upstream_inference_prompt_cost":0.0035155328,"upstream_inference_completions_cost":0.004578816},"completion_tokens_details":{"reasoning_tokens":1626,"image_tokens":0,"audio_tokens":0}}}"}, "error": null}], "response": {"text": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- BROKEN WINDOWS (dark interior visible) ----\n# Add dark planes behind window openings to simulate dark interiors\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Add a dark interior plane\n    # Get the house name prefix\n    house_name = wall.name.replace(\"_walls\", \"\")\n    \n    # Create a smaller box inside to represent dark interior\n    interior_size = 0.8\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\n    interior = bpy.context.active_object\n    interior.name = f\"{house_name}_interior\"\n    # Scale to be slightly smaller than the house\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\n    h = max_z - min_z\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\n    bpy.ops.object.transform_apply(scale=True)\n    interior.data.materials.append(dark_wood_mat)\n\nprint(\"Created dark interiors for houses\")\n\n# ---- DEBRIS/ROCKS scattered around ----\nrock_mat = bpy.data.materials.new(\"Rock\")\nrock_mat.use_nodes = True\nnodes = rock_mat.node_tree.nodes\nlinks = rock_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 5.0\nnoise.inputs['Detail'].default_value = 8.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Scatter rocks\nfor i in range(30):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    if math.sqrt(x*x + y*y) < 2:\n        continue\n    r = random.uniform(0.1, 0.4)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\n    rock = bpy.context.active_object\n    rock.name = f\"Rock_{i}\"\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    bpy.ops.object.shade_smooth()\n    rock.data.materials.append(rock_mat)\n\nprint(\"Created rocks and debris\")\n\n# ---- BROKEN FENCE ----\nfence_mat = bpy.data.materials.new(\"FenceWood\")\nfence_mat.use_nodes = True\nnodes = fence_mat.node_tree.nodes\nlinks = fence_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 8.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.95\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Create broken fence posts along one edge\nfence_y = -15\nfor i in range(15):\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\n    if random.random() < 0.3:  # Some posts missing/broken\n        continue\n    \n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\n    post = bpy.context.active_object\n    post.name = f\"FencePost_{i}\"\n    post.scale = (0.08, 0.08, h)\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    post.data.materials.append(fence_mat)\n\n# Horizontal rails (some broken)\nfor rail_idx in range(2):\n    rail_z = 0.3 + rail_idx * 0.5\n    for seg in range(7):\n        x_start = -18 + seg * 5\n        x_end = x_start + 4 + random.uniform(-1, 1)\n        if random.random() < 0.25:  # Some rails missing\n            continue\n        mid_x = (x_start + x_end) / 2\n        length = x_end - x_start\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\n        rail = bpy.context.active_object\n        rail.name = f\"FenceRail_{rail_idx}_{seg}\"\n        rail.scale = (length/2, 0.06, 0.04)\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\n        rail.data.materials.append(fence_mat)\n\nprint(\"Created broken fence\")\n", "user_prompt": "Create dark interiors, rocks/debris, and broken fence"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}", "parse_error": null}], "tokens_in": 15256, "tokens_out": 1626, "cost_usd": 0.0080943488, "cached_tokens": 13917}, "error": null}
{"ts": "2026-07-15T05:26:51.329027+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- BROKEN WINDOWS (dark interior visible) ----\n# Add dark planes behind window openings to simulate dark interiors\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Add a dark interior plane\n    # Get the house name prefix\n    house_name = wall.name.replace(\"_walls\", \"\")\n    \n    # Create a smaller box inside to represent dark interior\n    interior_size = 0.8\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\n    interior = bpy.context.active_object\n    interior.name = f\"{house_name}_interior\"\n    # Scale to be slightly smaller than the house\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\n    h = max_z - min_z\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\n    bpy.ops.object.transform_apply(scale=True)\n    interior.data.materials.append(dark_wood_mat)\n\nprint(\"Created dark interiors for houses\")\n\n# ---- DEBRIS/ROCKS scattered around ----\nrock_mat = bpy.data.materials.new(\"Rock\")\nrock_mat.use_nodes = True\nnodes = rock_mat.node_tree.nodes\nlinks = rock_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 5.0\nnoise.inputs['Detail'].default_value = 8.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Scatter rocks\nfor i in range(30):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    if math.sqrt(x*x + y*y) < 2:\n        continue\n    r = random.uniform(0.1, 0.4)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\n    rock = bpy.context.active_object\n    rock.name = f\"Rock_{i}\"\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    bpy.ops.object.shade_smooth()\n    rock.data.materials.append(rock_mat)\n\nprint(\"Created rocks and debris\")\n\n# ---- BROKEN FENCE ----\nfence_mat = bpy.data.materials.new(\"FenceWood\")\nfence_mat.use_nodes = True\nnodes = fence_mat.node_tree.nodes\nlinks = fence_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 8.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.95\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Create broken fence posts along one edge\nfence_y = -15\nfor i in range(15):\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\n    if random.random() < 0.3:  # Some posts missing/broken\n        continue\n    \n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\n    post = bpy.context.active_object\n    post.name = f\"FencePost_{i}\"\n    post.scale = (0.08, 0.08, h)\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    post.data.materials.append(fence_mat)\n\n# Horizontal rails (some broken)\nfor rail_idx in range(2):\n    rail_z = 0.3 + rail_idx * 0.5\n    for seg in range(7):\n        x_start = -18 + seg * 5\n        x_end = x_start + 4 + random.uniform(-1, 1)\n        if random.random() < 0.25:  # Some rails missing\n            continue\n        mid_x = (x_start + x_end) / 2\n        length = x_end - x_start\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\n        rail = bpy.context.active_object\n        rail.name = f\"FenceRail_{rail_idx}_{seg}\"\n        rail.scale = (length/2, 0.06, 0.04)\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\n        rail.data.materials.append(fence_mat)\n\nprint(\"Created broken fence\")\n", "user_prompt": "Create dark interiors, rocks/debris, and broken fence"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:26:51.329027+00:00", "type": "tool_call", "id": "call_5f518f9cd20843e99d83efdf", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- BROKEN WINDOWS (dark interior visible) ----\n# Add dark planes behind window openings to simulate dark interiors\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Add a dark interior plane\n    # Get the house name prefix\n    house_name = wall.name.replace(\"_walls\", \"\")\n    \n    # Create a smaller box inside to represent dark interior\n    interior_size = 0.8\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\n    interior = bpy.context.active_object\n    interior.name = f\"{house_name}_interior\"\n    # Scale to be slightly smaller than the house\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\n    h = max_z - min_z\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\n    bpy.ops.object.transform_apply(scale=True)\n    interior.data.materials.append(dark_wood_mat)\n\nprint(\"Created dark interiors for houses\")\n\n# ---- DEBRIS/ROCKS scattered around ----\nrock_mat = bpy.data.materials.new(\"Rock\")\nrock_mat.use_nodes = True\nnodes = rock_mat.node_tree.nodes\nlinks = rock_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 5.0\nnoise.inputs['Detail'].default_value = 8.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.9\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Scatter rocks\nfor i in range(30):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    if math.sqrt(x*x + y*y) < 2:\n        continue\n    r = random.uniform(0.1, 0.4)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\n    rock = bpy.context.active_object\n    rock.name = f\"Rock_{i}\"\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    bpy.ops.object.shade_smooth()\n    rock.data.materials.append(rock_mat)\n\nprint(\"Created rocks and debris\")\n\n# ---- BROKEN FENCE ----\nfence_mat = bpy.data.materials.new(\"FenceWood\")\nfence_mat.use_nodes = True\nnodes = fence_mat.node_tree.nodes\nlinks = fence_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\nnoise = nodes.new(\"ShaderNodeTexNoise\")\ncolor_ramp = nodes.new(\"ShaderNodeValToRGB\")\n\nnoise.inputs['Scale'].default_value = 8.0\nnoise.inputs['Detail'].default_value = 6.0\n\ncolor_ramp.color_ramp.elements[0].position = 0.3\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\ncolor_ramp.color_ramp.elements[1].position = 0.7\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\n\nbsdf.inputs['Roughness'].default_value = 0.95\n\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Create broken fence posts along one edge\nfence_y = -15\nfor i in range(15):\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\n    if random.random() < 0.3:  # Some posts missing/broken\n        continue\n    \n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\n    post = bpy.context.active_object\n    post.name = f\"FencePost_{i}\"\n    post.scale = (0.08, 0.08, h)\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    post.data.materials.append(fence_mat)\n\n# Horizontal rails (some broken)\nfor rail_idx in range(2):\n    rail_z = 0.3 + rail_idx * 0.5\n    for seg in range(7):\n        x_start = -18 + seg * 5\n        x_end = x_start + 4 + random.uniform(-1, 1)\n        if random.random() < 0.25:  # Some rails missing\n            continue\n        mid_x = (x_start + x_end) / 2\n        length = x_end - x_start\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\n        rail = bpy.context.active_object\n        rail.name = f\"FenceRail_{rail_idx}_{seg}\"\n        rail.scale = (length/2, 0.06, 0.04)\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\n        rail.data.materials.append(fence_mat)\n\nprint(\"Created broken fence\")\n", "user_prompt": "Create dark interiors, rocks/debris, and broken fence"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}
{"ts": "2026-07-15T05:26:53.290543+00:00", "type": "tool_result", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "name": "execute_blender_code", "text": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:27:24.033734+00:00", "type": "llm_call", "call_index": 11, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:26:53.290543+00:00", "finished_at": "2026-07-15T05:27:24.033734+00:00", "duration_s": 30.75, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:26:53.290543+00:00", "finished_at": "2026-07-15T05:27:24.032038+00:00", "duration_s": 30.75, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "65568", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:26:54 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093211-VlYUvxSIYils5Qrc1PJ4", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b65ace593203dd-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093211-VlYUvxSIYils5Qrc1PJ4\",\"object\":\"chat.completion\",\"created\":1784093211,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_5f14664368e6449f99124ae0\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":16905,\"completion_tokens\":1580,\"total_tokens\":18485,\"cost\":0.008371264,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":15385,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.008371264,\"upstream_inference_prompt_cost\":0.003921984,\"upstream_inference_completions_cost\":0.00444928},\"completion_tokens_details\":{\"reasoning_tokens\":1580,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "
         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         

         
{"id":"gen-1784093211-VlYUvxSIYils5Qrc1PJ4","object":"chat.completion","created":1784093211,"model":"z-ai/glm-5.2","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":null,"refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_5f14664368e6449f99124ae0","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}}],"usage":{"prompt_tokens":16905,"completion_tokens":1580,"total_tokens":18485,"cost":0.008371264,"is_byok":false,"prompt_tokens_details":{"cached_tokens":15385,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.008371264,"upstream_inference_prompt_cost":0.003921984,"upstream_inference_completions_cost":0.00444928},"completion_tokens_details":{"reasoning_tokens":1580,"image_tokens":0,"audio_tokens":0}}}"}, "error": null}], "response": {"text": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- VINES ON ROOFS ----\nvine_mat = bpy.data.materials[\"Vine\"]\n\nroof_objects = [obj for obj in bpy.data.objects if \"roof\" in obj.name.lower() and \"moss\" not in obj.name.lower()]\nvine_on_roof_count = 0\n\nfor roof in roof_objects:\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Create 3-4 vines draping over roof edges\n    for v_idx in range(4):\n        # Pick a side\n        side = random.choice([0, 1, 2, 3])\n        cx = center.x\n        cy = center.y\n        if side == 0:  # front edge\n            x = cx + random.uniform(-1, 1)\n            y = min(v.y for v in bbox) - 0.2\n        elif side == 1:  # back edge\n            x = cx + random.uniform(-1, 1)\n            y = max(v.y for v in bbox) + 0.2\n        elif side == 2:  # left edge\n            x = min(v.x for v in bbox) - 0.2\n            y = cy + random.uniform(-1, 1)\n        else:\n            x = max(v.x for v in bbox) + 0.2\n            y = cy + random.uniform(-1, 1)\n        \n        # Vine curve draping from roof\n        curve_data = bpy.data.curves.new(f\"RoofVine_{vine_on_roof_count}\", type='CURVE')\n        curve_data.dimensions = '3D'\n        curve_data.resolution_u = 4\n        \n        spline = curve_data.splines.new('BEZIER')\n        num_points = 8\n        spline.bezier_points.add(num_points - 1)\n        \n        z_top = max_z - 0.1\n        z_bottom = min_z - random.uniform(0.5, 1.5)\n        \n        for i in range(num_points):\n            t = i / (num_points - 1)\n            z = z_top + (z_bottom - z_top) * t\n            # Drape outward as it goes down\n            drape = t * 0.3\n            if side == 0:\n                px = x + math.sin(t * 5) * 0.1\n                py = y - drape\n            elif side == 1:\n                px = x + math.sin(t * 5) * 0.1\n                py = y + drape\n            elif side == 2:\n                px = x - drape\n                py = y + math.sin(t * 5) * 0.1\n            else:\n                px = x + drape\n                py = y + math.sin(t * 5) * 0.1\n            \n            pt = spline.bezier_points[i]\n            pt.co = (px, py, z)\n            pt.handle_left = (px - 0.05, py, z)\n            pt.handle_right = (px + 0.05, py, z)\n        \n        curve_data.bevel_depth = 0.015\n        curve_data.bevel_resolution = 2\n        \n        vine_obj = bpy.data.objects.new(f\"RoofVine_{vine_on_roof_count}\", curve_data)\n        bpy.context.collection.objects.link(vine_obj)\n        vine_obj.data.materials.append(vine_mat)\n        \n        # Small leaves along\n        for l in range(6):\n            t = (l + 1) / 7\n            lz = z_top + (z_bottom - z_top) * t\n            drape = t * 0.3\n            if side == 0:\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n                ly = y - drape + random.uniform(-0.05, 0.05)\n            elif side == 1:\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n                ly = y + drape + random.uniform(-0.05, 0.05)\n            elif side == 2:\n                lx = x - drape + random.uniform(-0.05, 0.05)\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n            else:\n                lx = x + drape + random.uniform(-0.05, 0.05)\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n            \n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\n            leaf = bpy.context.active_object\n            leaf.name = f\"RoofVineLeaf_{vine_on_roof_count}_{l}\"\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\n            leaf.data.materials.append(vine_mat)\n        \n        vine_on_roof_count += 1\n\nprint(f\"Created {vine_on_roof_count} vines draping from roofs\")\n\n# ---- GRASS TUFTS (individual blade clusters) ----\n# Use particle-like approach with simple geometry\ngrass_mat = bpy.data.materials[\"Grass\"]\n\nfor i in range(60):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    if math.sqrt(x*x + y*y) < 1:\n        continue\n    \n    # Create a small grass tuft as a cluster of thin cones\n    for j in range(random.randint(5, 12)):\n        ox = random.uniform(-0.15, 0.15)\n        oy = random.uniform(-0.15, 0.15)\n        h = random.uniform(0.1, 0.35)\n        r = random.uniform(0.01, 0.02)\n        \n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\n            location=(x + ox, y + oy, h/2))\n        blade = bpy.context.active_object\n        blade.name = f\"GrassBlade_{i}_{j}\"\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\n        bpy.ops.object.transform_apply(rotation=True)\n        blade.data.materials.append(grass_mat)\n\nprint(\"Created grass tufts\")\n", "user_prompt": "Create vines draping from roofs and individual grass tufts"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}", "parse_error": null}], "tokens_in": 16905, "tokens_out": 1580, "cost_usd": 0.008371264, "cached_tokens": 15385}, "error": null}
{"ts": "2026-07-15T05:27:24.034740+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- VINES ON ROOFS ----\nvine_mat = bpy.data.materials[\"Vine\"]\n\nroof_objects = [obj for obj in bpy.data.objects if \"roof\" in obj.name.lower() and \"moss\" not in obj.name.lower()]\nvine_on_roof_count = 0\n\nfor roof in roof_objects:\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Create 3-4 vines draping over roof edges\n    for v_idx in range(4):\n        # Pick a side\n        side = random.choice([0, 1, 2, 3])\n        cx = center.x\n        cy = center.y\n        if side == 0:  # front edge\n            x = cx + random.uniform(-1, 1)\n            y = min(v.y for v in bbox) - 0.2\n        elif side == 1:  # back edge\n            x = cx + random.uniform(-1, 1)\n            y = max(v.y for v in bbox) + 0.2\n        elif side == 2:  # left edge\n            x = min(v.x for v in bbox) - 0.2\n            y = cy + random.uniform(-1, 1)\n        else:\n            x = max(v.x for v in bbox) + 0.2\n            y = cy + random.uniform(-1, 1)\n        \n        # Vine curve draping from roof\n        curve_data = bpy.data.curves.new(f\"RoofVine_{vine_on_roof_count}\", type='CURVE')\n        curve_data.dimensions = '3D'\n        curve_data.resolution_u = 4\n        \n        spline = curve_data.splines.new('BEZIER')\n        num_points = 8\n        spline.bezier_points.add(num_points - 1)\n        \n        z_top = max_z - 0.1\n        z_bottom = min_z - random.uniform(0.5, 1.5)\n        \n        for i in range(num_points):\n            t = i / (num_points - 1)\n            z = z_top + (z_bottom - z_top) * t\n            # Drape outward as it goes down\n            drape = t * 0.3\n            if side == 0:\n                px = x + math.sin(t * 5) * 0.1\n                py = y - drape\n            elif side == 1:\n                px = x + math.sin(t * 5) * 0.1\n                py = y + drape\n            elif side == 2:\n                px = x - drape\n                py = y + math.sin(t * 5) * 0.1\n            else:\n                px = x + drape\n                py = y + math.sin(t * 5) * 0.1\n            \n            pt = spline.bezier_points[i]\n            pt.co = (px, py, z)\n            pt.handle_left = (px - 0.05, py, z)\n            pt.handle_right = (px + 0.05, py, z)\n        \n        curve_data.bevel_depth = 0.015\n        curve_data.bevel_resolution = 2\n        \n        vine_obj = bpy.data.objects.new(f\"RoofVine_{vine_on_roof_count}\", curve_data)\n        bpy.context.collection.objects.link(vine_obj)\n        vine_obj.data.materials.append(vine_mat)\n        \n        # Small leaves along\n        for l in range(6):\n            t = (l + 1) / 7\n            lz = z_top + (z_bottom - z_top) * t\n            drape = t * 0.3\n            if side == 0:\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n                ly = y - drape + random.uniform(-0.05, 0.05)\n            elif side == 1:\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n                ly = y + drape + random.uniform(-0.05, 0.05)\n            elif side == 2:\n                lx = x - drape + random.uniform(-0.05, 0.05)\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n            else:\n                lx = x + drape + random.uniform(-0.05, 0.05)\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n            \n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\n            leaf = bpy.context.active_object\n            leaf.name = f\"RoofVineLeaf_{vine_on_roof_count}_{l}\"\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\n            leaf.data.materials.append(vine_mat)\n        \n        vine_on_roof_count += 1\n\nprint(f\"Created {vine_on_roof_count} vines draping from roofs\")\n\n# ---- GRASS TUFTS (individual blade clusters) ----\n# Use particle-like approach with simple geometry\ngrass_mat = bpy.data.materials[\"Grass\"]\n\nfor i in range(60):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    if math.sqrt(x*x + y*y) < 1:\n        continue\n    \n    # Create a small grass tuft as a cluster of thin cones\n    for j in range(random.randint(5, 12)):\n        ox = random.uniform(-0.15, 0.15)\n        oy = random.uniform(-0.15, 0.15)\n        h = random.uniform(0.1, 0.35)\n        r = random.uniform(0.01, 0.02)\n        \n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\n            location=(x + ox, y + oy, h/2))\n        blade = bpy.context.active_object\n        blade.name = f\"GrassBlade_{i}_{j}\"\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\n        bpy.ops.object.transform_apply(rotation=True)\n        blade.data.materials.append(grass_mat)\n\nprint(\"Created grass tufts\")\n", "user_prompt": "Create vines draping from roofs and individual grass tufts"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:27:24.034740+00:00", "type": "tool_call", "id": "call_5f14664368e6449f99124ae0", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- VINES ON ROOFS ----\nvine_mat = bpy.data.materials[\"Vine\"]\n\nroof_objects = [obj for obj in bpy.data.objects if \"roof\" in obj.name.lower() and \"moss\" not in obj.name.lower()]\nvine_on_roof_count = 0\n\nfor roof in roof_objects:\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_z = min(v.z for v in bbox)\n    max_z = max(v.z for v in bbox)\n    \n    # Create 3-4 vines draping over roof edges\n    for v_idx in range(4):\n        # Pick a side\n        side = random.choice([0, 1, 2, 3])\n        cx = center.x\n        cy = center.y\n        if side == 0:  # front edge\n            x = cx + random.uniform(-1, 1)\n            y = min(v.y for v in bbox) - 0.2\n        elif side == 1:  # back edge\n            x = cx + random.uniform(-1, 1)\n            y = max(v.y for v in bbox) + 0.2\n        elif side == 2:  # left edge\n            x = min(v.x for v in bbox) - 0.2\n            y = cy + random.uniform(-1, 1)\n        else:\n            x = max(v.x for v in bbox) + 0.2\n            y = cy + random.uniform(-1, 1)\n        \n        # Vine curve draping from roof\n        curve_data = bpy.data.curves.new(f\"RoofVine_{vine_on_roof_count}\", type='CURVE')\n        curve_data.dimensions = '3D'\n        curve_data.resolution_u = 4\n        \n        spline = curve_data.splines.new('BEZIER')\n        num_points = 8\n        spline.bezier_points.add(num_points - 1)\n        \n        z_top = max_z - 0.1\n        z_bottom = min_z - random.uniform(0.5, 1.5)\n        \n        for i in range(num_points):\n            t = i / (num_points - 1)\n            z = z_top + (z_bottom - z_top) * t\n            # Drape outward as it goes down\n            drape = t * 0.3\n            if side == 0:\n                px = x + math.sin(t * 5) * 0.1\n                py = y - drape\n            elif side == 1:\n                px = x + math.sin(t * 5) * 0.1\n                py = y + drape\n            elif side == 2:\n                px = x - drape\n                py = y + math.sin(t * 5) * 0.1\n            else:\n                px = x + drape\n                py = y + math.sin(t * 5) * 0.1\n            \n            pt = spline.bezier_points[i]\n            pt.co = (px, py, z)\n            pt.handle_left = (px - 0.05, py, z)\n            pt.handle_right = (px + 0.05, py, z)\n        \n        curve_data.bevel_depth = 0.015\n        curve_data.bevel_resolution = 2\n        \n        vine_obj = bpy.data.objects.new(f\"RoofVine_{vine_on_roof_count}\", curve_data)\n        bpy.context.collection.objects.link(vine_obj)\n        vine_obj.data.materials.append(vine_mat)\n        \n        # Small leaves along\n        for l in range(6):\n            t = (l + 1) / 7\n            lz = z_top + (z_bottom - z_top) * t\n            drape = t * 0.3\n            if side == 0:\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n                ly = y - drape + random.uniform(-0.05, 0.05)\n            elif side == 1:\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n                ly = y + drape + random.uniform(-0.05, 0.05)\n            elif side == 2:\n                lx = x - drape + random.uniform(-0.05, 0.05)\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n            else:\n                lx = x + drape + random.uniform(-0.05, 0.05)\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\n            \n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\n            leaf = bpy.context.active_object\n            leaf.name = f\"RoofVineLeaf_{vine_on_roof_count}_{l}\"\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\n            leaf.data.materials.append(vine_mat)\n        \n        vine_on_roof_count += 1\n\nprint(f\"Created {vine_on_roof_count} vines draping from roofs\")\n\n# ---- GRASS TUFTS (individual blade clusters) ----\n# Use particle-like approach with simple geometry\ngrass_mat = bpy.data.materials[\"Grass\"]\n\nfor i in range(60):\n    x = random.uniform(-22, 22)\n    y = random.uniform(-22, 22)\n    if math.sqrt(x*x + y*y) < 1:\n        continue\n    \n    # Create a small grass tuft as a cluster of thin cones\n    for j in range(random.randint(5, 12)):\n        ox = random.uniform(-0.15, 0.15)\n        oy = random.uniform(-0.15, 0.15)\n        h = random.uniform(0.1, 0.35)\n        r = random.uniform(0.01, 0.02)\n        \n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\n            location=(x + ox, y + oy, h/2))\n        blade = bpy.context.active_object\n        blade.name = f\"GrassBlade_{i}_{j}\"\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\n        bpy.ops.object.transform_apply(rotation=True)\n        blade.data.materials.append(grass_mat)\n\nprint(\"Created grass tufts\")\n", "user_prompt": "Create vines draping from roofs and individual grass tufts"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}
{"ts": "2026-07-15T05:28:18.402291+00:00", "type": "tool_result", "tool_call_id": "call_5f14664368e6449f99124ae0", "name": "execute_blender_code", "text": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:28:35.271045+00:00", "type": "llm_call", "call_index": 12, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:28:18.403299+00:00", "finished_at": "2026-07-15T05:28:35.271045+00:00", "duration_s": 16.875, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:28:18.403299+00:00", "finished_at": "2026-07-15T05:28:35.271045+00:00", "duration_s": 16.875, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "71508", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. 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jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. 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If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    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\n{\"id\":\"gen-1784093297-9TIdbIkkRNaemWgQjAsy\",\"object\":\"chat.completion\",\"created\":1784093297,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_c5f8ec1a627a4435aae02061\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":18507,\"completion_tokens\":705,\"total_tokens\":19212,\"cost\":0.006262848,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":16865,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.006262848,\"upstream_inference_prompt_cost\":0.004277568,\"upstream_inference_completions_cost\":0.00198528},\"completion_tokens_details\":{\"reasoning_tokens\":704,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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0YWlscyI6eyJjYWNoZWRfdG9rZW5zIjoxNjg2NSwiY2FjaGVfd3JpdGVfdG9rZW5zIjowLCJhdWRpb190b2tlbnMiOjAsInZpZGVvX3Rva2VucyI6MH0sImNvc3RfZGV0YWlscyI6eyJ1cHN0cmVhbV9pbmZlcmVuY2VfY29zdCI6MC4wMDYyNjI4NDgsInVwc3RyZWFtX2luZmVyZW5jZV9wcm9tcHRfY29zdCI6MC4wMDQyNzc1NjgsInVwc3RyZWFtX2luZmVyZW5jZV9jb21wbGV0aW9uc19jb3N0IjowLjAwMTk4NTI4fSwiY29tcGxldGlvbl90b2tlbnNfZGV0YWlscyI6eyJyZWFzb25pbmdfdG9rZW5zIjo3MDQsImltYWdlX3Rva2VucyI6MCwiYXVkaW9fdG9rZW5zIjowfX19"}, "error": null}], "response": {"text": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- CAMERA ----\n# Remove existing cameras\nfor obj in bpy.data.objects:\n    if obj.type == 'CAMERA':\n        bpy.data.objects.remove(obj, do_unlink=True)\n\nbpy.ops.object.camera_add(location=(14, -16, 9))\ncam = bpy.context.active_object\ncam.name = \"MainCamera\"\n\n# Aim at center of village\ntarget = Vector((0, 0, 2))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\n\ncam.data.lens = 28  # wider lens for more environmental feel\ncam.data.sensor_width = 36\n\nbpy.context.scene.camera = cam\n\n# ---- LIGHTING ----\n# Remove existing lights\nfor obj in bpy.data.objects:\n    if obj.type == 'LIGHT':\n        bpy.data.objects.remove(obj, do_unlink=True)\n\n# Key light: warm low sun\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\nkey = bpy.context.active_object\nkey.name = \"KeyLight\"\nkey.data.energy = 2.5\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\n\n# Fill light: soft cool sky\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\nfill = bpy.context.active_object\nfill.name = \"FillLight\"\nfill.data.energy = 0.8\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\n\n# Ambient via world settings\nworld = bpy.context.scene.world\nif world is None:\n    world = bpy.data.worlds.new(\"World\")\n    bpy.context.scene.world = world\n\nworld.use_nodes = True\nwnodes = world.node_tree.nodes\nwlinks = world.node_tree.links\nwnodes.clear()\n\nwoutput = wnodes.new(\"ShaderNodeOutputWorld\")\nwbg = wnodes.new(\"ShaderNodeBackground\")\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\nwbg.inputs['Strength'].default_value = 0.5\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\n\n# ---- RENDER SETTINGS ----\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\n\n# Color management\nscene.view_settings.exposure = -0.3\nscene.view_settings.gamma = 1.0\n\nprint(\"Camera and lighting set up\")\n", "user_prompt": "Set up camera and lighting for the abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}", "parse_error": null}], "tokens_in": 18507, "tokens_out": 705, "cost_usd": 0.006262848, "cached_tokens": 16865}, "error": null}
{"ts": "2026-07-15T05:28:35.273571+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- CAMERA ----\n# Remove existing cameras\nfor obj in bpy.data.objects:\n    if obj.type == 'CAMERA':\n        bpy.data.objects.remove(obj, do_unlink=True)\n\nbpy.ops.object.camera_add(location=(14, -16, 9))\ncam = bpy.context.active_object\ncam.name = \"MainCamera\"\n\n# Aim at center of village\ntarget = Vector((0, 0, 2))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\n\ncam.data.lens = 28  # wider lens for more environmental feel\ncam.data.sensor_width = 36\n\nbpy.context.scene.camera = cam\n\n# ---- LIGHTING ----\n# Remove existing lights\nfor obj in bpy.data.objects:\n    if obj.type == 'LIGHT':\n        bpy.data.objects.remove(obj, do_unlink=True)\n\n# Key light: warm low sun\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\nkey = bpy.context.active_object\nkey.name = \"KeyLight\"\nkey.data.energy = 2.5\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\n\n# Fill light: soft cool sky\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\nfill = bpy.context.active_object\nfill.name = \"FillLight\"\nfill.data.energy = 0.8\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\n\n# Ambient via world settings\nworld = bpy.context.scene.world\nif world is None:\n    world = bpy.data.worlds.new(\"World\")\n    bpy.context.scene.world = world\n\nworld.use_nodes = True\nwnodes = world.node_tree.nodes\nwlinks = world.node_tree.links\nwnodes.clear()\n\nwoutput = wnodes.new(\"ShaderNodeOutputWorld\")\nwbg = wnodes.new(\"ShaderNodeBackground\")\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\nwbg.inputs['Strength'].default_value = 0.5\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\n\n# ---- RENDER SETTINGS ----\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\n\n# Color management\nscene.view_settings.exposure = -0.3\nscene.view_settings.gamma = 1.0\n\nprint(\"Camera and lighting set up\")\n", "user_prompt": "Set up camera and lighting for the abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:28:35.273571+00:00", "type": "tool_call", "id": "call_c5f8ec1a627a4435aae02061", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- CAMERA ----\n# Remove existing cameras\nfor obj in bpy.data.objects:\n    if obj.type == 'CAMERA':\n        bpy.data.objects.remove(obj, do_unlink=True)\n\nbpy.ops.object.camera_add(location=(14, -16, 9))\ncam = bpy.context.active_object\ncam.name = \"MainCamera\"\n\n# Aim at center of village\ntarget = Vector((0, 0, 2))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\n\ncam.data.lens = 28  # wider lens for more environmental feel\ncam.data.sensor_width = 36\n\nbpy.context.scene.camera = cam\n\n# ---- LIGHTING ----\n# Remove existing lights\nfor obj in bpy.data.objects:\n    if obj.type == 'LIGHT':\n        bpy.data.objects.remove(obj, do_unlink=True)\n\n# Key light: warm low sun\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\nkey = bpy.context.active_object\nkey.name = \"KeyLight\"\nkey.data.energy = 2.5\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\n\n# Fill light: soft cool sky\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\nfill = bpy.context.active_object\nfill.name = \"FillLight\"\nfill.data.energy = 0.8\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\n\n# Ambient via world settings\nworld = bpy.context.scene.world\nif world is None:\n    world = bpy.data.worlds.new(\"World\")\n    bpy.context.scene.world = world\n\nworld.use_nodes = True\nwnodes = world.node_tree.nodes\nwlinks = world.node_tree.links\nwnodes.clear()\n\nwoutput = wnodes.new(\"ShaderNodeOutputWorld\")\nwbg = wnodes.new(\"ShaderNodeBackground\")\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\nwbg.inputs['Strength'].default_value = 0.5\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\n\n# ---- RENDER SETTINGS ----\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\n\n# Color management\nscene.view_settings.exposure = -0.3\nscene.view_settings.gamma = 1.0\n\nprint(\"Camera and lighting set up\")\n", "user_prompt": "Set up camera and lighting for the abandoned village scene"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}
{"ts": "2026-07-15T05:28:35.634568+00:00", "type": "tool_result", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "name": "execute_blender_code", "text": "Code executed successfully: Camera and lighting set up\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:28:47.226043+00:00", "type": "llm_call", "call_index": 13, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:28:35.636072+00:00", "finished_at": "2026-07-15T05:28:47.224525+00:00", "duration_s": 11.594000000011874, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:28:35.636072+00:00", "finished_at": "2026-07-15T05:28:47.224525+00:00", "duration_s": 11.594000000011874, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "74501", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. 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If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - input_image_paths: The **absolute** paths of input images. 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The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. 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----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\n\n# ---- FOG/ATMOSPHERE ----\n# Add a subtle volumetric fog for atmosphere\nworld = bpy.context.scene.world\nwnodes = world.node_tree.nodes\nwlinks = world.node_tree.links\n\n# Add volume to world\nvol_output = wnodes.new(\"ShaderNodeOutputWorld\")\nvol_scatter = wnodes.new(\"ShaderNodeVolumeScatter\")\nvol_scatter.inputs['Density'].default_value = 0.015\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\n\nprint(\"Added atmospheric fog\")\n\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\nimport random\nrandom.seed(42)\n\nfence_mat = bpy.data.materials[\"FenceWood\"]\n\nfor i in range(15):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        continue\n    \n    length = random.uniform(0.5, 2.0)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\n    plank = bpy.context.active_object\n    plank.name = f\"Plank_{i}\"\n    plank.scale = (length/2, 0.06, 0.03)\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    plank.data.materials.append(fence_mat)\n\nprint(\"Created scattered planks\")\n\n# Verify scene\nobj_count = len(bpy.data.objects)\nprint(f\"Total objects in scene: {obj_count}\")\nprint(f\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\")\nprint(f\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\")\nprint(f\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\")\nprint(f\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\")\n", "user_prompt": "Add atmospheric fog and scattered planks"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}", "parse_error": null}], "tokens_in": 19226, "tokens_out": 520, "cost_usd": 0.0058396416, "cached_tokens": 17614}, "error": null}
{"ts": "2026-07-15T05:28:47.227556+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\n\n# ---- FOG/ATMOSPHERE ----\n# Add a subtle volumetric fog for atmosphere\nworld = bpy.context.scene.world\nwnodes = world.node_tree.nodes\nwlinks = world.node_tree.links\n\n# Add volume to world\nvol_output = wnodes.new(\"ShaderNodeOutputWorld\")\nvol_scatter = wnodes.new(\"ShaderNodeVolumeScatter\")\nvol_scatter.inputs['Density'].default_value = 0.015\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\n\nprint(\"Added atmospheric fog\")\n\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\nimport random\nrandom.seed(42)\n\nfence_mat = bpy.data.materials[\"FenceWood\"]\n\nfor i in range(15):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        continue\n    \n    length = random.uniform(0.5, 2.0)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\n    plank = bpy.context.active_object\n    plank.name = f\"Plank_{i}\"\n    plank.scale = (length/2, 0.06, 0.03)\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    plank.data.materials.append(fence_mat)\n\nprint(\"Created scattered planks\")\n\n# Verify scene\nobj_count = len(bpy.data.objects)\nprint(f\"Total objects in scene: {obj_count}\")\nprint(f\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\")\nprint(f\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\")\nprint(f\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\")\nprint(f\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\")\n", "user_prompt": "Add atmospheric fog and scattered planks"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:28:47.227556+00:00", "type": "tool_call", "id": "call_e3a306417cd746afb68b450c", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\n\n# ---- FOG/ATMOSPHERE ----\n# Add a subtle volumetric fog for atmosphere\nworld = bpy.context.scene.world\nwnodes = world.node_tree.nodes\nwlinks = world.node_tree.links\n\n# Add volume to world\nvol_output = wnodes.new(\"ShaderNodeOutputWorld\")\nvol_scatter = wnodes.new(\"ShaderNodeVolumeScatter\")\nvol_scatter.inputs['Density'].default_value = 0.015\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\n\nprint(\"Added atmospheric fog\")\n\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\nimport random\nrandom.seed(42)\n\nfence_mat = bpy.data.materials[\"FenceWood\"]\n\nfor i in range(15):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        continue\n    \n    length = random.uniform(0.5, 2.0)\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\n    plank = bpy.context.active_object\n    plank.name = f\"Plank_{i}\"\n    plank.scale = (length/2, 0.06, 0.03)\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    plank.data.materials.append(fence_mat)\n\nprint(\"Created scattered planks\")\n\n# Verify scene\nobj_count = len(bpy.data.objects)\nprint(f\"Total objects in scene: {obj_count}\")\nprint(f\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\")\nprint(f\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\")\nprint(f\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\")\nprint(f\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\")\n", "user_prompt": "Add atmospheric fog and scattered planks"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}
{"ts": "2026-07-15T05:28:49.371329+00:00", "type": "tool_result", "tool_call_id": "call_e3a306417cd746afb68b450c", "name": "execute_blender_code", "text": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:28:54.204147+00:00", "type": "llm_call", "call_index": 14, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:28:49.373867+00:00", "finished_at": "2026-07-15T05:28:54.203147+00:00", "duration_s": 4.828000000008615, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:28:49.373867+00:00", "finished_at": "2026-07-15T05:28:54.203147+00:00", "duration_s": 4.828000000008615, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "76792", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:28:49 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093328-RoGLmiNOvyS1DTYitNuK", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b65da3d98a4bd6-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093328-RoGLmiNOvyS1DTYitNuK\",\"object\":\"chat.completion\",\"created\":1784093328,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_1f36fbf372d748bba85d1360\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":19796,\"completion_tokens\":151,\"total_tokens\":19947,\"cost\":0.0049187328,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":18152,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0049187328,\"upstream_inference_prompt_cost\":0.0044935168,\"upstream_inference_completions_cost\":0.000425216},\"completion_tokens_details\":{\"reasoning_tokens\":150,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": "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"}, "error": null}], "response": {"text": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Quick low-res preview render to check composition\nscene = bpy.context.scene\nscene.render.resolution_x = 512\nscene.render.resolution_y = 512\nscene.cycles.samples = 32\nscene.cycles.use_denoising = True\n\n# Render to file\nscene.render.filepath = \"/tmp/village_preview.png\"\nscene.render.image_settings.file_format = 'PNG'\nbpy.ops.render.render(write_still=True)\nprint(\"Preview rendered\")\n", "user_prompt": "Render a low-res preview to validate composition"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}", "parse_error": null}], "tokens_in": 19796, "tokens_out": 151, "cost_usd": 0.0049187328, "cached_tokens": 18152}, "error": null}
{"ts": "2026-07-15T05:28:54.205147+00:00", "type": "assistant", "text": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Quick low-res preview render to check composition\nscene = bpy.context.scene\nscene.render.resolution_x = 512\nscene.render.resolution_y = 512\nscene.cycles.samples = 32\nscene.cycles.use_denoising = True\n\n# Render to file\nscene.render.filepath = \"/tmp/village_preview.png\"\nscene.render.image_settings.file_format = 'PNG'\nbpy.ops.render.render(write_still=True)\nprint(\"Preview rendered\")\n", "user_prompt": "Render a low-res preview to validate composition"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:28:54.205147+00:00", "type": "tool_call", "id": "call_1f36fbf372d748bba85d1360", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Quick low-res preview render to check composition\nscene = bpy.context.scene\nscene.render.resolution_x = 512\nscene.render.resolution_y = 512\nscene.cycles.samples = 32\nscene.cycles.use_denoising = True\n\n# Render to file\nscene.render.filepath = \"/tmp/village_preview.png\"\nscene.render.image_settings.file_format = 'PNG'\nbpy.ops.render.render(write_still=True)\nprint(\"Preview rendered\")\n", "user_prompt": "Render a low-res preview to validate composition"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}
{"ts": "2026-07-15T05:28:55.811784+00:00", "type": "tool_result", "tool_call_id": "call_1f36fbf372d748bba85d1360", "name": "execute_blender_code", "text": "Code executed successfully: Preview rendered\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:29:11.005843+00:00", "type": "llm_call", "call_index": 15, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:28:55.811784+00:00", "finished_at": "2026-07-15T05:29:11.005843+00:00", "duration_s": 15.187999999994645, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:28:55.811784+00:00", "finished_at": "2026-07-15T05:29:11.005843+00:00", "duration_s": 15.187999999994645, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "77719", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:28:56 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093334-kLrOdvJIE9tAkFBbhYBE", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b65dcc0e1e18b2-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093334-kLrOdvJIE9tAkFBbhYBE\",\"object\":\"chat.completion\",\"created\":1784093334,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_851721df6eeb446385fb547e\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":19958,\"completion_tokens\":571,\"total_tokens\":20529,\"cost\":0.0061072512,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":18343,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0061072512,\"upstream_inference_prompt_cost\":0.0044993152,\"upstream_inference_completions_cost\":0.001607936},\"completion_tokens_details\":{\"reasoning_tokens\":570,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let's adjust the camera for a better composition\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Move camera slightly for a better angle - more elevated and showing depth\ncam.location = (16, -18, 11)\ntarget = Vector((-1, 0, 1.5))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\n\ncam.data.lens = 24  # wider for more environmental feel\n\nprint(\"Camera adjusted\")\n\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\nimport random\nrandom.seed(123)\n\nbark_mat = bpy.data.materials[\"Bark\"]\nleaf_mat = bpy.data.materials[\"Leaf\"]\n\n# Foreground dead tree (no leaves, just branches)\nfx, fy, fz = 10, -14, 0\ntrunk_h = 5\ntrunk_r = 0.2\n\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\n    location=(fx, fy, fz + trunk_h/2))\ntrunk = bpy.context.active_object\ntrunk.name = \"DeadTree_trunk\"\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\nbpy.ops.object.transform_apply(rotation=True)\nbpy.ops.object.shade_smooth()\ntrunk.data.materials.append(bark_mat)\n\n# Dead branches\nfor b in range(8):\n    bx = fx + random.uniform(-0.3, 0.3)\n    by = fy + random.uniform(-0.3, 0.3)\n    bz = trunk_h * random.uniform(0.4, 0.9)\n    bh = random.uniform(1.5, 3)\n    br = 0.05\n    \n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\n        location=(bx, by, bz + bh/2))\n    branch = bpy.context.active_object\n    branch.name = f\"DeadTree_branch_{b}\"\n    # Tilt outward\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(rotation=True)\n    bpy.ops.object.shade_smooth()\n    branch.data.materials.append(bark_mat)\n\nprint(\"Added foreground dead tree\")\n", "user_prompt": "Adjust camera and add foreground dead tree for depth"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}", "parse_error": null}], "tokens_in": 19958, "tokens_out": 571, "cost_usd": 0.0061072512, "cached_tokens": 18343}, "error": null}
{"ts": "2026-07-15T05:29:11.008350+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let's adjust the camera for a better composition\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Move camera slightly for a better angle - more elevated and showing depth\ncam.location = (16, -18, 11)\ntarget = Vector((-1, 0, 1.5))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\n\ncam.data.lens = 24  # wider for more environmental feel\n\nprint(\"Camera adjusted\")\n\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\nimport random\nrandom.seed(123)\n\nbark_mat = bpy.data.materials[\"Bark\"]\nleaf_mat = bpy.data.materials[\"Leaf\"]\n\n# Foreground dead tree (no leaves, just branches)\nfx, fy, fz = 10, -14, 0\ntrunk_h = 5\ntrunk_r = 0.2\n\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\n    location=(fx, fy, fz + trunk_h/2))\ntrunk = bpy.context.active_object\ntrunk.name = \"DeadTree_trunk\"\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\nbpy.ops.object.transform_apply(rotation=True)\nbpy.ops.object.shade_smooth()\ntrunk.data.materials.append(bark_mat)\n\n# Dead branches\nfor b in range(8):\n    bx = fx + random.uniform(-0.3, 0.3)\n    by = fy + random.uniform(-0.3, 0.3)\n    bz = trunk_h * random.uniform(0.4, 0.9)\n    bh = random.uniform(1.5, 3)\n    br = 0.05\n    \n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\n        location=(bx, by, bz + bh/2))\n    branch = bpy.context.active_object\n    branch.name = f\"DeadTree_branch_{b}\"\n    # Tilt outward\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(rotation=True)\n    bpy.ops.object.shade_smooth()\n    branch.data.materials.append(bark_mat)\n\nprint(\"Added foreground dead tree\")\n", "user_prompt": "Adjust camera and add foreground dead tree for depth"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:29:11.008350+00:00", "type": "tool_call", "id": "call_851721df6eeb446385fb547e", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let's adjust the camera for a better composition\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Move camera slightly for a better angle - more elevated and showing depth\ncam.location = (16, -18, 11)\ntarget = Vector((-1, 0, 1.5))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\n\ncam.data.lens = 24  # wider for more environmental feel\n\nprint(\"Camera adjusted\")\n\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\nimport random\nrandom.seed(123)\n\nbark_mat = bpy.data.materials[\"Bark\"]\nleaf_mat = bpy.data.materials[\"Leaf\"]\n\n# Foreground dead tree (no leaves, just branches)\nfx, fy, fz = 10, -14, 0\ntrunk_h = 5\ntrunk_r = 0.2\n\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\n    location=(fx, fy, fz + trunk_h/2))\ntrunk = bpy.context.active_object\ntrunk.name = \"DeadTree_trunk\"\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\nbpy.ops.object.transform_apply(rotation=True)\nbpy.ops.object.shade_smooth()\ntrunk.data.materials.append(bark_mat)\n\n# Dead branches\nfor b in range(8):\n    bx = fx + random.uniform(-0.3, 0.3)\n    by = fy + random.uniform(-0.3, 0.3)\n    bz = trunk_h * random.uniform(0.4, 0.9)\n    bh = random.uniform(1.5, 3)\n    br = 0.05\n    \n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\n        location=(bx, by, bz + bh/2))\n    branch = bpy.context.active_object\n    branch.name = f\"DeadTree_branch_{b}\"\n    # Tilt outward\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(rotation=True)\n    bpy.ops.object.shade_smooth()\n    branch.data.materials.append(bark_mat)\n\nprint(\"Added foreground dead tree\")\n", "user_prompt": "Adjust camera and add foreground dead tree for depth"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}
{"ts": "2026-07-15T05:29:12.305520+00:00", "type": "tool_result", "tool_call_id": "call_851721df6eeb446385fb547e", "name": "execute_blender_code", "text": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:29:17.386629+00:00", "type": "llm_call", "call_index": 16, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:29:12.306023+00:00", "finished_at": "2026-07-15T05:29:17.385626+00:00", "duration_s": 5.078000000008615, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:29:12.306023+00:00", "finished_at": "2026-07-15T05:29:17.385626+00:00", "duration_s": 5.078000000008615, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "80119", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:29:12 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093350-XmHbWe08pMTcvOrSThyX", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b65e333b928eb0-MAD"}, 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{"ts": "2026-07-15T05:29:17.389633+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Quick preview again\nscene = bpy.context.scene\nscene.render.resolution_x = 512\nscene.render.resolution_y = 512\nscene.cycles.samples = 32\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_preview2.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Preview 2 rendered\")\n", "user_prompt": "Render second preview to check updated composition"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:29:17.390139+00:00", "type": "tool_call", "id": "call_e0aa7f4d2f0b4b079d8c2bdc", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Quick preview again\nscene = bpy.context.scene\nscene.render.resolution_x = 512\nscene.render.resolution_y = 512\nscene.cycles.samples = 32\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_preview2.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Preview 2 rendered\")\n", "user_prompt": "Render second preview to check updated composition"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}
{"ts": "2026-07-15T05:29:18.838427+00:00", "type": "tool_result", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "name": "execute_blender_code", "text": "Code executed successfully: Preview 2 rendered\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:29:39.820462+00:00", "type": "llm_call", "call_index": 17, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:29:18.838427+00:00", "finished_at": "2026-07-15T05:29:39.820462+00:00", "duration_s": 20.98399999999674, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:29:18.838427+00:00", "finished_at": "2026-07-15T05:29:39.818948+00:00", "duration_s": 20.98399999999674, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "80842", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. 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The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:29:18 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093357-08xNxh6hI2GMze207WMY", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b65e5bfced0324-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093357-08xNxh6hI2GMze207WMY\",\"object\":\"chat.completion\",\"created\":1784093357,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":null,\"refusal\":null,\"reasoning\":\"Let me check the preview. 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Since I can't directly see the image, let me get more info about the scene and think about what adjustments might be needed. Let me check if the render looks good by examining the scene more carefully.\\n\\nActually, I can't see the rendered image. Let me just proceed with what I have and make some final adjustments to ensure quality. Let me think about what could be improved:\\n\\n1. The volumetric fog at 0.015 density might be too strong or too weak\\n2. The camera angle should show the village nicely\\n3. I should make sure the houses are clearly weathered\\n\\nLet me do a few more tweaks and then render at full resolution.\",\"format\":\"unknown\",\"index\":0}]}}],\"usage\":{\"prompt_tokens\":20663,\"completion_tokens\":927,\"total_tokens\":21590,\"cost\":0.0072635392,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":18998,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0072635392,\"upstream_inference_prompt_cost\":0.0046531072,\"upstream_inference_completions_cost\":0.002610432},\"completion_tokens_details\":{\"reasoning_tokens\":142,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# Let me add more detail: overgrown grass around house bases, and some \n# weeds growing through windows\nrandom.seed(42)\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# Grass/weeds growing through window openings\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_y = min(v.y for v in bbox)\n    max_y = max(v.y for v in bbox)\n    min_x = min(v.x for v in bbox)\n    max_x = max(v.x for v in bbox)\n    min_z = min(v.z for v in bbox)\n    \n    # Weeds at the base of walls\n    for w in range(15):\n        side = random.choice(['front', 'back', 'left', 'right'])\n        if side == 'front':\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\n            wy = min_y - 0.1\n        elif side == 'back':\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\n            wy = max_y + 0.1\n        elif side == 'left':\n            wx = min_x - 0.1\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\n        else:\n            wx = max_x + 0.1\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\n        \n        # Small weed tufts at wall base\n        for j in range(random.randint(3, 7)):\n            ox = random.uniform(-0.15, 0.15)\n            oy = random.uniform(-0.1, 0.1)\n            h = random.uniform(0.1, 0.3)\n            r = 0.012\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\n                location=(wx + ox, wy + oy, h/2))\n            weed = bpy.context.active_object\n            weed.name = f\"Weed_{wall.name}_{w}_{j}\"\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\n            bpy.ops.object.transform_apply(rotation=True)\n            weed.data.materials.append(grass_mat)\n\nprint(\"Created weeds at wall bases\")\n\n# Reduce fog density slightly - it might be too heavy\nworld = bpy.context.scene.world\nfor node in world.node_tree.nodes:\n    if node.name == \"Volume Scatter\":\n        node.inputs['Density'].default_value = 0.008\n        print(\"Adjusted fog density\")\n\n# Make sure render settings are correct for final\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\nscene.view_settings.exposure = -0.3\n\nprint(\"Final settings applied\")\n", "user_prompt": "Add weeds at wall bases and adjust fog and render settings"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}", "parse_error": null}], "tokens_in": 20663, "tokens_out": 927, "cost_usd": 0.0072635392, "cached_tokens": 18998}, "error": null}
{"ts": "2026-07-15T05:29:39.822973+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# Let me add more detail: overgrown grass around house bases, and some \n# weeds growing through windows\nrandom.seed(42)\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# Grass/weeds growing through window openings\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_y = min(v.y for v in bbox)\n    max_y = max(v.y for v in bbox)\n    min_x = min(v.x for v in bbox)\n    max_x = max(v.x for v in bbox)\n    min_z = min(v.z for v in bbox)\n    \n    # Weeds at the base of walls\n    for w in range(15):\n        side = random.choice(['front', 'back', 'left', 'right'])\n        if side == 'front':\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\n            wy = min_y - 0.1\n        elif side == 'back':\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\n            wy = max_y + 0.1\n        elif side == 'left':\n            wx = min_x - 0.1\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\n        else:\n            wx = max_x + 0.1\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\n        \n        # Small weed tufts at wall base\n        for j in range(random.randint(3, 7)):\n            ox = random.uniform(-0.15, 0.15)\n            oy = random.uniform(-0.1, 0.1)\n            h = random.uniform(0.1, 0.3)\n            r = 0.012\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\n                location=(wx + ox, wy + oy, h/2))\n            weed = bpy.context.active_object\n            weed.name = f\"Weed_{wall.name}_{w}_{j}\"\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\n            bpy.ops.object.transform_apply(rotation=True)\n            weed.data.materials.append(grass_mat)\n\nprint(\"Created weeds at wall bases\")\n\n# Reduce fog density slightly - it might be too heavy\nworld = bpy.context.scene.world\nfor node in world.node_tree.nodes:\n    if node.name == \"Volume Scatter\":\n        node.inputs['Density'].default_value = 0.008\n        print(\"Adjusted fog density\")\n\n# Make sure render settings are correct for final\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\nscene.view_settings.exposure = -0.3\n\nprint(\"Final settings applied\")\n", "user_prompt": "Add weeds at wall bases and adjust fog and render settings"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:29:39.822973+00:00", "type": "tool_call", "id": "call_ed11eb78bc2e4ef983e9310c", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# Let me add more detail: overgrown grass around house bases, and some \n# weeds growing through windows\nrandom.seed(42)\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# Grass/weeds growing through window openings\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nfor wall in wall_objects:\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\n    center = sum(bbox, Vector()) / len(bbox)\n    min_y = min(v.y for v in bbox)\n    max_y = max(v.y for v in bbox)\n    min_x = min(v.x for v in bbox)\n    max_x = max(v.x for v in bbox)\n    min_z = min(v.z for v in bbox)\n    \n    # Weeds at the base of walls\n    for w in range(15):\n        side = random.choice(['front', 'back', 'left', 'right'])\n        if side == 'front':\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\n            wy = min_y - 0.1\n        elif side == 'back':\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\n            wy = max_y + 0.1\n        elif side == 'left':\n            wx = min_x - 0.1\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\n        else:\n            wx = max_x + 0.1\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\n        \n        # Small weed tufts at wall base\n        for j in range(random.randint(3, 7)):\n            ox = random.uniform(-0.15, 0.15)\n            oy = random.uniform(-0.1, 0.1)\n            h = random.uniform(0.1, 0.3)\n            r = 0.012\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\n                location=(wx + ox, wy + oy, h/2))\n            weed = bpy.context.active_object\n            weed.name = f\"Weed_{wall.name}_{w}_{j}\"\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\n            bpy.ops.object.transform_apply(rotation=True)\n            weed.data.materials.append(grass_mat)\n\nprint(\"Created weeds at wall bases\")\n\n# Reduce fog density slightly - it might be too heavy\nworld = bpy.context.scene.world\nfor node in world.node_tree.nodes:\n    if node.name == \"Volume Scatter\":\n        node.inputs['Density'].default_value = 0.008\n        print(\"Adjusted fog density\")\n\n# Make sure render settings are correct for final\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\nscene.view_settings.exposure = -0.3\n\nprint(\"Final settings applied\")\n", "user_prompt": "Add weeds at wall bases and adjust fog and render settings"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}
{"ts": "2026-07-15T05:30:43.867360+00:00", "type": "tool_result", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "name": "execute_blender_code", "text": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:30:50.365596+00:00", "type": "llm_call", "call_index": 18, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:30:43.868361+00:00", "finished_at": "2026-07-15T05:30:50.365596+00:00", "duration_s": 6.5, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:30:43.868361+00:00", "finished_at": "2026-07-15T05:30:50.364591+00:00", "duration_s": 6.5, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "84209", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:30:45 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093442-7ElGS13dKa0wDI73gYh7", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b6606f682cb124-MAD"}, 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preview\"}", "parse_error": null}], "tokens_in": 21470, "tokens_out": 106, "cost_usd": 0.0051873024, "cached_tokens": 19666}, "error": null}
{"ts": "2026-07-15T05:30:50.369105+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Final preview at higher quality\nscene = bpy.context.scene\nscene.render.resolution_x = 768\nscene.render.resolution_y = 768\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_final_preview.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Final preview rendered\")\n", "user_prompt": "Render final high-quality preview"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:30:50.369105+00:00", "type": "tool_call", "id": "call_ab78b7ab0348434eac048679", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Final preview at higher quality\nscene = bpy.context.scene\nscene.render.resolution_x = 768\nscene.render.resolution_y = 768\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_final_preview.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Final preview rendered\")\n", "user_prompt": "Render final high-quality preview"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}
{"ts": "2026-07-15T05:30:54.970383+00:00", "type": "tool_result", "tool_call_id": "call_ab78b7ab0348434eac048679", "name": "execute_blender_code", "text": "Code executed successfully: Final preview rendered\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:31:16.872646+00:00", "type": "llm_call", "call_index": 19, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:30:54.970383+00:00", "finished_at": "2026-07-15T05:31:16.872646+00:00", "duration_s": 21.889999999984866, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:30:54.970383+00:00", "finished_at": "2026-07-15T05:31:16.872646+00:00", "duration_s": 21.889999999984866, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "84940", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. 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Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":21588,\"completion_tokens\":878,\"total_tokens\":22466,\"cost\":0.0073356544,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":19846,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0073356544,\"upstream_inference_prompt_cost\":0.0048632064,\"upstream_inference_completions_cost\":0.002472448},\"completion_tokens_details\":{\"reasoning_tokens\":878,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# Let's enhance the scene further with some additional details\n\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\nfor i in range(8):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        x += 4\n    \n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\n    panel = bpy.context.active_object\n    panel.name = f\"FallenPanel_{i}\"\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    \n    # Slightly bend the panel\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=3)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    for v in panel.data.vertices:\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\n    \n    panel.data.materials.append(roof_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(\"Created fallen roof panels\")\n\n# 2. Add wildflowers/flowers (small colored spheres)\nflower_colors = [\n    (0.8, 0.6, 0.2, 1),  # yellow\n    (0.7, 0.3, 0.3, 1),  # red\n    (0.5, 0.4, 0.7, 1),  # purple\n    (0.9, 0.8, 0.9, 1),  # white\n]\n\nfor i in range(50):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    if math.sqrt(x*x + y*y) < 3:\n        continue\n    \n    color = random.choice(flower_colors)\n    flower_mat = bpy.data.materials.new(f\"Flower_{i}\")\n    flower_mat.use_nodes = True\n    nodes = flower_mat.node_tree.nodes\n    links = flower_mat.node_tree.links\n    nodes.clear()\n    \n    output = nodes.new(\"ShaderNodeOutputMaterial\")\n    bsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\n    bsdf.inputs['Base Color'].default_value = color\n    bsdf.inputs['Roughness'].default_value = 0.7\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n    \n    # Small flower (tiny icosphere on a stem)\n    fz = random.uniform(0.1, 0.25)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\n    flower = bpy.context.active_object\n    flower.name = f\"Flower_{i}\"\n    flower.data.materials.append(flower_mat)\n    \n    # Stem\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\n        location=(x, y, fz/2))\n    stem = bpy.context.active_object\n    stem.name = f\"FlowerStem_{i}\"\n    stem.data.materials.append(grass_mat)\n\nprint(\"Created wildflowers\")\n\n# 3. Enhance ground near houses with dirt paths\nground_mat = bpy.data.materials[\"GroundMat\"]\n\n# Final scene stats\nobj_count = len(bpy.data.objects)\nprint(f\"Final total objects: {obj_count}\")\n", "user_prompt": "Add fallen roof panels, wildflowers, and additional details"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}", "parse_error": null}], "tokens_in": 21588, "tokens_out": 878, "cost_usd": 0.0073356544, "cached_tokens": 19846}, "error": null}
{"ts": "2026-07-15T05:31:16.874645+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# Let's enhance the scene further with some additional details\n\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\nfor i in range(8):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        x += 4\n    \n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\n    panel = bpy.context.active_object\n    panel.name = f\"FallenPanel_{i}\"\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    \n    # Slightly bend the panel\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=3)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    for v in panel.data.vertices:\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\n    \n    panel.data.materials.append(roof_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(\"Created fallen roof panels\")\n\n# 2. Add wildflowers/flowers (small colored spheres)\nflower_colors = [\n    (0.8, 0.6, 0.2, 1),  # yellow\n    (0.7, 0.3, 0.3, 1),  # red\n    (0.5, 0.4, 0.7, 1),  # purple\n    (0.9, 0.8, 0.9, 1),  # white\n]\n\nfor i in range(50):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    if math.sqrt(x*x + y*y) < 3:\n        continue\n    \n    color = random.choice(flower_colors)\n    flower_mat = bpy.data.materials.new(f\"Flower_{i}\")\n    flower_mat.use_nodes = True\n    nodes = flower_mat.node_tree.nodes\n    links = flower_mat.node_tree.links\n    nodes.clear()\n    \n    output = nodes.new(\"ShaderNodeOutputMaterial\")\n    bsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\n    bsdf.inputs['Base Color'].default_value = color\n    bsdf.inputs['Roughness'].default_value = 0.7\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n    \n    # Small flower (tiny icosphere on a stem)\n    fz = random.uniform(0.1, 0.25)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\n    flower = bpy.context.active_object\n    flower.name = f\"Flower_{i}\"\n    flower.data.materials.append(flower_mat)\n    \n    # Stem\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\n        location=(x, y, fz/2))\n    stem = bpy.context.active_object\n    stem.name = f\"FlowerStem_{i}\"\n    stem.data.materials.append(grass_mat)\n\nprint(\"Created wildflowers\")\n\n# 3. Enhance ground near houses with dirt paths\nground_mat = bpy.data.materials[\"GroundMat\"]\n\n# Final scene stats\nobj_count = len(bpy.data.objects)\nprint(f\"Final total objects: {obj_count}\")\n", "user_prompt": "Add fallen roof panels, wildflowers, and additional details"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:31:16.875149+00:00", "type": "tool_call", "id": "call_0a7e8daa1c8d4a5ba910f731", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# Let's enhance the scene further with some additional details\n\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\nfor i in range(8):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        x += 4\n    \n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\n    panel = bpy.context.active_object\n    panel.name = f\"FallenPanel_{i}\"\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    \n    # Slightly bend the panel\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=3)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    for v in panel.data.vertices:\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\n    \n    panel.data.materials.append(roof_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(\"Created fallen roof panels\")\n\n# 2. Add wildflowers/flowers (small colored spheres)\nflower_colors = [\n    (0.8, 0.6, 0.2, 1),  # yellow\n    (0.7, 0.3, 0.3, 1),  # red\n    (0.5, 0.4, 0.7, 1),  # purple\n    (0.9, 0.8, 0.9, 1),  # white\n]\n\nfor i in range(50):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    if math.sqrt(x*x + y*y) < 3:\n        continue\n    \n    color = random.choice(flower_colors)\n    flower_mat = bpy.data.materials.new(f\"Flower_{i}\")\n    flower_mat.use_nodes = True\n    nodes = flower_mat.node_tree.nodes\n    links = flower_mat.node_tree.links\n    nodes.clear()\n    \n    output = nodes.new(\"ShaderNodeOutputMaterial\")\n    bsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\n    bsdf.inputs['Base Color'].default_value = color\n    bsdf.inputs['Roughness'].default_value = 0.7\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n    \n    # Small flower (tiny icosphere on a stem)\n    fz = random.uniform(0.1, 0.25)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\n    flower = bpy.context.active_object\n    flower.name = f\"Flower_{i}\"\n    flower.data.materials.append(flower_mat)\n    \n    # Stem\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\n        location=(x, y, fz/2))\n    stem = bpy.context.active_object\n    stem.name = f\"FlowerStem_{i}\"\n    stem.data.materials.append(grass_mat)\n\nprint(\"Created wildflowers\")\n\n# 3. Enhance ground near houses with dirt paths\nground_mat = bpy.data.materials[\"GroundMat\"]\n\n# Final scene stats\nobj_count = len(bpy.data.objects)\nprint(f\"Final total objects: {obj_count}\")\n", "user_prompt": "Add fallen roof panels, wildflowers, and additional details"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}
{"ts": "2026-07-15T05:31:19.051353+00:00", "type": "tool_result", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "name": "execute_blender_code", "text": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:31:35.126747+00:00", "type": "llm_call", "call_index": 20, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:31:19.052354+00:00", "finished_at": "2026-07-15T05:31:35.125742+00:00", "duration_s": 16.078000000008615, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:31:19.052354+00:00", "finished_at": "2026-07-15T05:31:35.125742+00:00", "duration_s": 16.078000000008615, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "88416", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. 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jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. 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If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - input_image_paths: The **absolute** paths of input images. 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bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]}}],\"usage\":{\"prompt_tokens\":22491,\"completion_tokens\":792,\"total_tokens\":23283,\"cost\":0.0073531776,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":20599,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0073531776,\"upstream_inference_prompt_cost\":0.0051229056,\"upstream_inference_completions_cost\":0.002230272},\"completion_tokens_details\":{\"reasoning_tokens\":792,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\n# 1. Fallen roof panels\nfor i in range(8):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        x += 4\n    \n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\n    panel = bpy.context.active_object\n    panel.name = f\"FallenPanel_{i}\"\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    \n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=3)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    for v in panel.data.vertices:\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\n    \n    panel.data.materials.append(roof_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(\"Created fallen roof panels\")\n\n# 2. Wildflowers\nflower_colors = [\n    (0.8, 0.6, 0.2, 1),  # yellow\n    (0.7, 0.3, 0.3, 1),  # red\n    (0.5, 0.4, 0.7, 1),  # purple\n    (0.9, 0.8, 0.9, 1),  # white\n]\n\nfor i in range(50):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    if math.sqrt(x*x + y*y) < 3:\n        continue\n    \n    color = random.choice(flower_colors)\n    flower_mat = bpy.data.materials.new(f\"FlowerMat_{i}\")\n    flower_mat.use_nodes = True\n    nodes = flower_mat.node_tree.nodes\n    links = flower_mat.node_tree.links\n    nodes.clear()\n    \n    output = nodes.new(\"ShaderNodeOutputMaterial\")\n    bsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\n    bsdf.inputs['Base Color'].default_value = color\n    bsdf.inputs['Roughness'].default_value = 0.7\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n    \n    fz = random.uniform(0.1, 0.25)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\n    flower = bpy.context.active_object\n    flower.name = f\"Flower_{i}\"\n    flower.data.materials.append(flower_mat)\n    \n    # Stem\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\n        location=(x, y, fz/2))\n    stem = bpy.context.active_object\n    stem.name = f\"FlowerStem_{i}\"\n    stem.data.materials.append(grass_mat)\n\nprint(\"Created wildflowers\")\n\n# Final count\nobj_count = len(bpy.data.objects)\nprint(f\"Final total objects: {obj_count}\")\n", "user_prompt": "Add fallen roof panels and wildflowers"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}", "parse_error": null}], "tokens_in": 22491, "tokens_out": 792, "cost_usd": 0.0073531776, "cached_tokens": 20599}, "error": null}
{"ts": "2026-07-15T05:31:35.130255+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\n# 1. Fallen roof panels\nfor i in range(8):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        x += 4\n    \n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\n    panel = bpy.context.active_object\n    panel.name = f\"FallenPanel_{i}\"\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    \n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=3)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    for v in panel.data.vertices:\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\n    \n    panel.data.materials.append(roof_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(\"Created fallen roof panels\")\n\n# 2. Wildflowers\nflower_colors = [\n    (0.8, 0.6, 0.2, 1),  # yellow\n    (0.7, 0.3, 0.3, 1),  # red\n    (0.5, 0.4, 0.7, 1),  # purple\n    (0.9, 0.8, 0.9, 1),  # white\n]\n\nfor i in range(50):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    if math.sqrt(x*x + y*y) < 3:\n        continue\n    \n    color = random.choice(flower_colors)\n    flower_mat = bpy.data.materials.new(f\"FlowerMat_{i}\")\n    flower_mat.use_nodes = True\n    nodes = flower_mat.node_tree.nodes\n    links = flower_mat.node_tree.links\n    nodes.clear()\n    \n    output = nodes.new(\"ShaderNodeOutputMaterial\")\n    bsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\n    bsdf.inputs['Base Color'].default_value = color\n    bsdf.inputs['Roughness'].default_value = 0.7\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n    \n    fz = random.uniform(0.1, 0.25)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\n    flower = bpy.context.active_object\n    flower.name = f\"Flower_{i}\"\n    flower.data.materials.append(flower_mat)\n    \n    # Stem\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\n        location=(x, y, fz/2))\n    stem = bpy.context.active_object\n    stem.name = f\"FlowerStem_{i}\"\n    stem.data.materials.append(grass_mat)\n\nprint(\"Created wildflowers\")\n\n# Final count\nobj_count = len(bpy.data.objects)\nprint(f\"Final total objects: {obj_count}\")\n", "user_prompt": "Add fallen roof panels and wildflowers"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:31:35.130255+00:00", "type": "tool_call", "id": "call_6526f6b795ef43b593714fad", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\n# 1. Fallen roof panels\nfor i in range(8):\n    x = random.uniform(-12, 12)\n    y = random.uniform(-12, 12)\n    if abs(x) < 2 and abs(y) < 2:\n        x += 4\n    \n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\n    panel = bpy.context.active_object\n    panel.name = f\"FallenPanel_{i}\"\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\n    \n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.subdivide(number_cuts=3)\n    bpy.ops.object.mode_set(mode='OBJECT')\n    for v in panel.data.vertices:\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\n    \n    panel.data.materials.append(roof_mat)\n    bpy.ops.object.shade_smooth()\n\nprint(\"Created fallen roof panels\")\n\n# 2. Wildflowers\nflower_colors = [\n    (0.8, 0.6, 0.2, 1),  # yellow\n    (0.7, 0.3, 0.3, 1),  # red\n    (0.5, 0.4, 0.7, 1),  # purple\n    (0.9, 0.8, 0.9, 1),  # white\n]\n\nfor i in range(50):\n    x = random.uniform(-20, 20)\n    y = random.uniform(-20, 20)\n    if math.sqrt(x*x + y*y) < 3:\n        continue\n    \n    color = random.choice(flower_colors)\n    flower_mat = bpy.data.materials.new(f\"FlowerMat_{i}\")\n    flower_mat.use_nodes = True\n    nodes = flower_mat.node_tree.nodes\n    links = flower_mat.node_tree.links\n    nodes.clear()\n    \n    output = nodes.new(\"ShaderNodeOutputMaterial\")\n    bsdf = nodes.new(\"ShaderNodeBsdfPrincipled\")\n    bsdf.inputs['Base Color'].default_value = color\n    bsdf.inputs['Roughness'].default_value = 0.7\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\n    \n    fz = random.uniform(0.1, 0.25)\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\n    flower = bpy.context.active_object\n    flower.name = f\"Flower_{i}\"\n    flower.data.materials.append(flower_mat)\n    \n    # Stem\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\n        location=(x, y, fz/2))\n    stem = bpy.context.active_object\n    stem.name = f\"FlowerStem_{i}\"\n    stem.data.materials.append(grass_mat)\n\nprint(\"Created wildflowers\")\n\n# Final count\nobj_count = len(bpy.data.objects)\nprint(f\"Final total objects: {obj_count}\")\n", "user_prompt": "Add fallen roof panels and wildflowers"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}
{"ts": "2026-07-15T05:31:56.186243+00:00", "type": "tool_result", "tool_call_id": "call_6526f6b795ef43b593714fad", "name": "execute_blender_code", "text": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:32:00.841722+00:00", "type": "llm_call", "call_index": 21, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:31:56.187248+00:00", "finished_at": "2026-07-15T05:32:00.841722+00:00", "duration_s": 4.657000000006519, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:31:56.187248+00:00", "finished_at": "2026-07-15T05:32:00.840722+00:00", "duration_s": 4.64100000000326, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "91510", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; 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{"ts": "2026-07-15T05:32:00.844229+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Final preview render\nscene = bpy.context.scene\nscene.render.resolution_x = 768\nscene.render.resolution_y = 768\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_preview3.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Preview 3 rendered\")\n", "user_prompt": "Render preview 3 to check all additions"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:32:00.844229+00:00", "type": "tool_call", "id": "call_2f62fdb469c845969444256f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Final preview render\nscene = bpy.context.scene\nscene.render.resolution_x = 768\nscene.render.resolution_y = 768\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_preview3.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Preview 3 rendered\")\n", "user_prompt": "Render preview 3 to check all additions"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}
{"ts": "2026-07-15T05:32:05.514303+00:00", "type": "tool_result", "tool_call_id": "call_2f62fdb469c845969444256f", "name": "execute_blender_code", "text": "Code executed successfully: Preview 3 rendered\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:32:16.957868+00:00", "type": "llm_call", "call_index": 22, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:32:05.514303+00:00", "finished_at": "2026-07-15T05:32:16.956330+00:00", "duration_s": 11.437000000005355, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]}, {"role": "tool", "tool_call_id": "call_2f62fdb469c845969444256f", "content": "Code executed successfully: Preview 3 rendered\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:32:05.514303+00:00", "finished_at": "2026-07-15T05:32:16.956330+00:00", "duration_s": 11.437000000005355, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "92223", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_2f62fdb469c845969444256f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview render\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview3.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 3 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render preview 3 to check all additions\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_2f62fdb469c845969444256f\",\"content\":\"Code executed successfully: Preview 3 rendered\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_2f62fdb469c845969444256f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]},{"role":"tool","tool_call_id":"call_2f62fdb469c845969444256f","content":"Code executed successfully: Preview 3 rendered\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. 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jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. 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If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. 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The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Position camera for a more immersive, slightly lower angle\ncam.location = (15, -17, 8)\ntarget = Vector((-1, 0, 1.8))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\ncam.data.lens = 26\n\n# Ensure final render settings\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\nscene.view_settings.exposure = -0.2\n\n# Make sure save path is set\nbpy.context.scene.render.filepath = \"/tmp/village_final.png\"\n\nprint(\"Final setup complete\")\nprint(f\"Camera location: {cam.location}\")\nprint(f\"Camera rotation: {cam.rotation_euler}\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Total objects: {len(bpy.data.objects)}\")\n", "user_prompt": "Finalize camera angle and render settings"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}", "parse_error": null}], "tokens_in": 23429, "tokens_out": 438, "cost_usd": 0.0065094784, "cached_tokens": 21541}, "error": null}
{"ts": "2026-07-15T05:32:16.960406+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Position camera for a more immersive, slightly lower angle\ncam.location = (15, -17, 8)\ntarget = Vector((-1, 0, 1.8))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\ncam.data.lens = 26\n\n# Ensure final render settings\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\nscene.view_settings.exposure = -0.2\n\n# Make sure save path is set\nbpy.context.scene.render.filepath = \"/tmp/village_final.png\"\n\nprint(\"Final setup complete\")\nprint(f\"Camera location: {cam.location}\")\nprint(f\"Camera rotation: {cam.rotation_euler}\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Total objects: {len(bpy.data.objects)}\")\n", "user_prompt": "Finalize camera angle and render settings"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:32:16.960406+00:00", "type": "tool_call", "id": "call_b7c80ad8c700470fb9020d3f", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Position camera for a more immersive, slightly lower angle\ncam.location = (15, -17, 8)\ntarget = Vector((-1, 0, 1.8))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler = rot_quat.to_euler()\ncam.data.lens = 26\n\n# Ensure final render settings\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.film_transparent = False\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\nscene.view_settings.exposure = -0.2\n\n# Make sure save path is set\nbpy.context.scene.render.filepath = \"/tmp/village_final.png\"\n\nprint(\"Final setup complete\")\nprint(f\"Camera location: {cam.location}\")\nprint(f\"Camera rotation: {cam.rotation_euler}\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Total objects: {len(bpy.data.objects)}\")\n", "user_prompt": "Finalize camera angle and render settings"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}
{"ts": "2026-07-15T05:32:17.063654+00:00", "type": "tool_result", "tool_call_id": "call_b7c80ad8c700470fb9020d3f", "name": "execute_blender_code", "text": "Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:32:23.676253+00:00", "type": "llm_call", "call_index": 23, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:32:17.064654+00:00", "finished_at": "2026-07-15T05:32:23.676253+00:00", "duration_s": 6.60999999998603, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]}, {"role": "tool", "tool_call_id": "call_2f62fdb469c845969444256f", "content": "Code executed successfully: Preview 3 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_b7c80ad8c700470fb9020d3f", "content": "Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:32:17.064654+00:00", "finished_at": "2026-07-15T05:32:23.674750+00:00", "duration_s": 6.60999999998603, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "94358", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_2f62fdb469c845969444256f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview render\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview3.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 3 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render preview 3 to check all additions\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_2f62fdb469c845969444256f\",\"content\":\"Code executed successfully: Preview 3 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b7c80ad8c700470fb9020d3f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Position camera for a more immersive, slightly lower angle\\\\ncam.location = (15, -17, 8)\\\\ntarget = Vector((-1, 0, 1.8))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\ncam.data.lens = 26\\\\n\\\\n# Ensure final render settings\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.2\\\\n\\\\n# Make sure save path is set\\\\nbpy.context.scene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\n\\\\nprint(\\\\\\\"Final setup complete\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {cam.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera rotation: {cam.rotation_euler}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Finalize camera angle and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b7c80ad8c700470fb9020d3f\",\"content\":\"Code executed successfully: Final setup complete\\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\\nRender engine: CYCLES\\nResolution: 1536x1536\\nSamples: 64\\nDenoising: True\\nView transform: Filmic\\nTotal objects: 1614\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_2f62fdb469c845969444256f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]},{"role":"tool","tool_call_id":"call_2f62fdb469c845969444256f","content":"Code executed successfully: Preview 3 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b7c80ad8c700470fb9020d3f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_b7c80ad8c700470fb9020d3f","content":"Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. 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The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_7b1e805ddd644698acb95961", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Do a final render at full resolution\nscene = bpy.context.scene\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_final.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Final render complete\")\n", "user_prompt": "Render final full-quality image"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}", "parse_error": null}], "tokens_in": 23915, "tokens_out": 107, "cost_usd": 0.0057129728, "cached_tokens": 21952}, "error": null}
{"ts": "2026-07-15T05:32:23.679783+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_7b1e805ddd644698acb95961", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Do a final render at full resolution\nscene = bpy.context.scene\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_final.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Final render complete\")\n", "user_prompt": "Render final full-quality image"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:32:23.679783+00:00", "type": "tool_call", "id": "call_7b1e805ddd644698acb95961", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Do a final render at full resolution\nscene = bpy.context.scene\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_final.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Final render complete\")\n", "user_prompt": "Render final full-quality image"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}
{"ts": "2026-07-15T05:32:42.265510+00:00", "type": "tool_result", "tool_call_id": "call_7b1e805ddd644698acb95961", "name": "execute_blender_code", "text": "Code executed successfully: Final render complete\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:32:55.519395+00:00", "type": "llm_call", "call_index": 24, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:32:42.266516+00:00", "finished_at": "2026-07-15T05:32:55.518891+00:00", "duration_s": 13.25, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]}, {"role": "tool", "tool_call_id": "call_2f62fdb469c845969444256f", "content": "Code executed successfully: Preview 3 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_b7c80ad8c700470fb9020d3f", "content": "Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_7b1e805ddd644698acb95961", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]}, {"role": "tool", "tool_call_id": "call_7b1e805ddd644698acb95961", "content": "Code executed successfully: Final render complete\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:32:42.266516+00:00", "finished_at": "2026-07-15T05:32:55.517893+00:00", "duration_s": 13.25, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "95084", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_2f62fdb469c845969444256f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview render\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview3.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 3 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render preview 3 to check all additions\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_2f62fdb469c845969444256f\",\"content\":\"Code executed successfully: Preview 3 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b7c80ad8c700470fb9020d3f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Position camera for a more immersive, slightly lower angle\\\\ncam.location = (15, -17, 8)\\\\ntarget = Vector((-1, 0, 1.8))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\ncam.data.lens = 26\\\\n\\\\n# Ensure final render settings\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.2\\\\n\\\\n# Make sure save path is set\\\\nbpy.context.scene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\n\\\\nprint(\\\\\\\"Final setup complete\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {cam.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera rotation: {cam.rotation_euler}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Finalize camera angle and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b7c80ad8c700470fb9020d3f\",\"content\":\"Code executed successfully: Final setup complete\\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\\nRender engine: CYCLES\\nResolution: 1536x1536\\nSamples: 64\\nDenoising: True\\nView transform: Filmic\\nTotal objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_7b1e805ddd644698acb95961\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Do a final render at full resolution\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final render complete\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final full-quality image\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_7b1e805ddd644698acb95961\",\"content\":\"Code executed successfully: Final render complete\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_2f62fdb469c845969444256f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]},{"role":"tool","tool_call_id":"call_2f62fdb469c845969444256f","content":"Code executed successfully: Preview 3 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b7c80ad8c700470fb9020d3f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_b7c80ad8c700470fb9020d3f","content":"Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_7b1e805ddd644698acb95961","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]},{"role":"tool","tool_call_id":"call_7b1e805ddd644698acb95961","content":"Code executed successfully: Final render complete\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. 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Let me verify everything is saved properly.\",\"refusal\":null,\"reasoning\":\"The final render is done. Let me verify the scene is properly set up by checking some key elements.\",\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_9d0f072387ad44b29996495d\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene is saved\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Scene name: {scene.name}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Exposure: {scene.view_settings.exposure}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {scene.camera.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera lens: {scene.camera.data.lens}mm\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save the file\\\\nbpy.ops.wm.save_as_mainfile(filepath=\\\\\\\"/tmp/abandoned_village.blend\\\\\\\")\\\\nprint(\\\\\\\"\\\\\\\\nScene saved successfully!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save\\\"}\"}}],\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"The final render is done. Let me verify the scene is properly set up by checking some key elements.\",\"format\":\"unknown\",\"index\":0}]}}],\"usage\":{\"prompt_tokens\":24034,\"completion_tokens\":549,\"total_tokens\":24583,\"cost\":0.006959936,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":22095,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.006959936,\"upstream_inference_prompt_cost\":0.005413952,\"upstream_inference_completions_cost\":0.001545984},\"completion_tokens_details\":{\"reasoning_tokens\":21,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": "The scene is complete. Let me verify everything is saved properly.", "tool_calls": [{"id": "call_9d0f072387ad44b29996495d", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Verify scene is saved\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Scene name: {scene.name}\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Exposure: {scene.view_settings.exposure}\")\nprint(f\"Camera: {scene.camera.name}\")\nprint(f\"Camera location: {scene.camera.location}\")\nprint(f\"Camera lens: {scene.camera.data.lens}mm\")\n\n# Count objects by type\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\nprint(f\"\\nMeshes: {len(meshes)}\")\nprint(f\"Curves: {len(curves)}\")\nprint(f\"Lights: {len(lights)}\")\nprint(f\"Cameras: {len(cameras)}\")\nprint(f\"Materials: {len(bpy.data.materials)}\")\n\n# Check key elements exist\nhouses = [o for o in bpy.data.objects if \"walls\" in o.name.lower() or \"roof\" in o.name.lower()]\nvines = [o for o in bpy.data.objects if \"vine\" in o.name.lower()]\ngrass = [o for o in bpy.data.objects if \"grass\" in o.name.lower() or \"weed\" in o.name.lower()]\ntrees = [o for o in bpy.data.objects if \"tree\" in o.name.lower() or \"crown\" in o.name.lower()]\nprint(f\"\\nHouses (walls+roofs): {len(houses)}\")\nprint(f\"Vines: {len(vines)}\")\nprint(f\"Grass/weeds: {len(grass)}\")\nprint(f\"Trees: {len(trees)}\")\n\n# Save the file\nbpy.ops.wm.save_as_mainfile(filepath=\"/tmp/abandoned_village.blend\")\nprint(\"\\nScene saved successfully!\")\n", "user_prompt": "Verify scene and save"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}", "parse_error": null}], "tokens_in": 24034, "tokens_out": 549, "cost_usd": 0.006959936, "cached_tokens": 22095}, "error": null}
{"ts": "2026-07-15T05:32:55.521398+00:00", "type": "assistant", "text": "The scene is complete. Let me verify everything is saved properly.", "tool_calls": [{"id": "call_9d0f072387ad44b29996495d", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Verify scene is saved\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Scene name: {scene.name}\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Exposure: {scene.view_settings.exposure}\")\nprint(f\"Camera: {scene.camera.name}\")\nprint(f\"Camera location: {scene.camera.location}\")\nprint(f\"Camera lens: {scene.camera.data.lens}mm\")\n\n# Count objects by type\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\nprint(f\"\\nMeshes: {len(meshes)}\")\nprint(f\"Curves: {len(curves)}\")\nprint(f\"Lights: {len(lights)}\")\nprint(f\"Cameras: {len(cameras)}\")\nprint(f\"Materials: {len(bpy.data.materials)}\")\n\n# Check key elements exist\nhouses = [o for o in bpy.data.objects if \"walls\" in o.name.lower() or \"roof\" in o.name.lower()]\nvines = [o for o in bpy.data.objects if \"vine\" in o.name.lower()]\ngrass = [o for o in bpy.data.objects if \"grass\" in o.name.lower() or \"weed\" in o.name.lower()]\ntrees = [o for o in bpy.data.objects if \"tree\" in o.name.lower() or \"crown\" in o.name.lower()]\nprint(f\"\\nHouses (walls+roofs): {len(houses)}\")\nprint(f\"Vines: {len(vines)}\")\nprint(f\"Grass/weeds: {len(grass)}\")\nprint(f\"Trees: {len(trees)}\")\n\n# Save the file\nbpy.ops.wm.save_as_mainfile(filepath=\"/tmp/abandoned_village.blend\")\nprint(\"\\nScene saved successfully!\")\n", "user_prompt": "Verify scene and save"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:32:55.521398+00:00", "type": "tool_call", "id": "call_9d0f072387ad44b29996495d", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Verify scene is saved\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Scene name: {scene.name}\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Exposure: {scene.view_settings.exposure}\")\nprint(f\"Camera: {scene.camera.name}\")\nprint(f\"Camera location: {scene.camera.location}\")\nprint(f\"Camera lens: {scene.camera.data.lens}mm\")\n\n# Count objects by type\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\nprint(f\"\\nMeshes: {len(meshes)}\")\nprint(f\"Curves: {len(curves)}\")\nprint(f\"Lights: {len(lights)}\")\nprint(f\"Cameras: {len(cameras)}\")\nprint(f\"Materials: {len(bpy.data.materials)}\")\n\n# Check key elements exist\nhouses = [o for o in bpy.data.objects if \"walls\" in o.name.lower() or \"roof\" in o.name.lower()]\nvines = [o for o in bpy.data.objects if \"vine\" in o.name.lower()]\ngrass = [o for o in bpy.data.objects if \"grass\" in o.name.lower() or \"weed\" in o.name.lower()]\ntrees = [o for o in bpy.data.objects if \"tree\" in o.name.lower() or \"crown\" in o.name.lower()]\nprint(f\"\\nHouses (walls+roofs): {len(houses)}\")\nprint(f\"Vines: {len(vines)}\")\nprint(f\"Grass/weeds: {len(grass)}\")\nprint(f\"Trees: {len(trees)}\")\n\n# Save the file\nbpy.ops.wm.save_as_mainfile(filepath=\"/tmp/abandoned_village.blend\")\nprint(\"\\nScene saved successfully!\")\n", "user_prompt": "Verify scene and save"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}
{"ts": "2026-07-15T05:32:55.583913+00:00", "type": "tool_result", "tool_call_id": "call_9d0f072387ad44b29996495d", "name": "execute_blender_code", "text": "Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:33:07.688699+00:00", "type": "llm_call", "call_index": 25, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:32:55.584913+00:00", "finished_at": "2026-07-15T05:33:07.687183+00:00", "duration_s": 12.10899999999674, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]}, {"role": "tool", "tool_call_id": "call_2f62fdb469c845969444256f", "content": "Code executed successfully: Preview 3 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_b7c80ad8c700470fb9020d3f", "content": "Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_7b1e805ddd644698acb95961", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]}, {"role": "tool", "tool_call_id": "call_7b1e805ddd644698acb95961", "content": "Code executed successfully: Final render complete\n"}, {"role": "assistant", "content": "The scene is complete. Let me verify everything is saved properly.", "tool_calls": [{"id": "call_9d0f072387ad44b29996495d", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]}, {"role": "tool", "tool_call_id": "call_9d0f072387ad44b29996495d", "content": "Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:32:55.584913+00:00", "finished_at": "2026-07-15T05:33:07.687183+00:00", "duration_s": 12.10899999999674, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "97648", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_2f62fdb469c845969444256f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview render\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview3.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 3 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render preview 3 to check all additions\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_2f62fdb469c845969444256f\",\"content\":\"Code executed successfully: Preview 3 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b7c80ad8c700470fb9020d3f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Position camera for a more immersive, slightly lower angle\\\\ncam.location = (15, -17, 8)\\\\ntarget = Vector((-1, 0, 1.8))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\ncam.data.lens = 26\\\\n\\\\n# Ensure final render settings\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.2\\\\n\\\\n# Make sure save path is set\\\\nbpy.context.scene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\n\\\\nprint(\\\\\\\"Final setup complete\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {cam.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera rotation: {cam.rotation_euler}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Finalize camera angle and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b7c80ad8c700470fb9020d3f\",\"content\":\"Code executed successfully: Final setup complete\\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\\nRender engine: CYCLES\\nResolution: 1536x1536\\nSamples: 64\\nDenoising: True\\nView transform: Filmic\\nTotal objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_7b1e805ddd644698acb95961\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Do a final render at full resolution\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final render complete\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final full-quality image\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_7b1e805ddd644698acb95961\",\"content\":\"Code executed successfully: Final render complete\\n\"},{\"role\":\"assistant\",\"content\":\"The scene is complete. Let me verify everything is saved properly.\",\"tool_calls\":[{\"id\":\"call_9d0f072387ad44b29996495d\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene is saved\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Scene name: {scene.name}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Exposure: {scene.view_settings.exposure}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {scene.camera.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera lens: {scene.camera.data.lens}mm\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save the file\\\\nbpy.ops.wm.save_as_mainfile(filepath=\\\\\\\"/tmp/abandoned_village.blend\\\\\\\")\\\\nprint(\\\\\\\"\\\\\\\\nScene saved successfully!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_9d0f072387ad44b29996495d\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\\\apps\\\\console\\\\tmp\\\\abandoned_village.blend@ for writing: No such file or directory\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_2f62fdb469c845969444256f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]},{"role":"tool","tool_call_id":"call_2f62fdb469c845969444256f","content":"Code executed successfully: Preview 3 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b7c80ad8c700470fb9020d3f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_b7c80ad8c700470fb9020d3f","content":"Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_7b1e805ddd644698acb95961","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]},{"role":"tool","tool_call_id":"call_7b1e805ddd644698acb95961","content":"Code executed successfully: Final render complete\n"},{"role":"assistant","content":"The scene is complete. Let me verify everything is saved properly.","tool_calls":[{"id":"call_9d0f072387ad44b29996495d","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]},{"role":"tool","tool_call_id":"call_9d0f072387ad44b29996495d","content":"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file C:\\Users\\gruku\\Files\\Projects\\Blender-Bench\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    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bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save to default location\\\\nbpy.ops.wm.save_as_mainfile()\\\\nprint(\\\\\\\"\\\\\\\\nScene saved!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save to default 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"error": null}], "response": {"text": null, "tool_calls": [{"id": "call_5380b438061440b5af59e32b", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Verify scene\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Camera: {scene.camera.name}\")\n\n# Count objects by type\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\nprint(f\"\\nMeshes: {len(meshes)}\")\nprint(f\"Curves: {len(curves)}\")\nprint(f\"Lights: {len(lights)}\")\nprint(f\"Cameras: {len(cameras)}\")\nprint(f\"Materials: {len(bpy.data.materials)}\")\n\n# Check key elements exist\nhouses = [o for o in bpy.data.objects if \"walls\" in o.name.lower() or \"roof\" in o.name.lower()]\nvines = [o for o in bpy.data.objects if \"vine\" in o.name.lower()]\ngrass = [o for o in bpy.data.objects if \"grass\" in o.name.lower() or \"weed\" in o.name.lower()]\ntrees = [o for o in bpy.data.objects if \"tree\" in o.name.lower() or \"crown\" in o.name.lower()]\nprint(f\"\\nHouses (walls+roofs): {len(houses)}\")\nprint(f\"Vines: {len(vines)}\")\nprint(f\"Grass/weeds: {len(grass)}\")\nprint(f\"Trees: {len(trees)}\")\n\n# Save to default location\nbpy.ops.wm.save_as_mainfile()\nprint(\"\\nScene saved!\")\n", "user_prompt": "Verify scene and save to default location"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}", "parse_error": null}], "tokens_in": 24622, "tokens_out": 457, "cost_usd": 0.00686656, "cached_tokens": 22590}, "error": null}
{"ts": "2026-07-15T05:33:07.690205+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_5380b438061440b5af59e32b", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Verify scene\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Camera: {scene.camera.name}\")\n\n# Count objects by type\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\nprint(f\"\\nMeshes: {len(meshes)}\")\nprint(f\"Curves: {len(curves)}\")\nprint(f\"Lights: {len(lights)}\")\nprint(f\"Cameras: {len(cameras)}\")\nprint(f\"Materials: {len(bpy.data.materials)}\")\n\n# Check key elements exist\nhouses = [o for o in bpy.data.objects if \"walls\" in o.name.lower() or \"roof\" in o.name.lower()]\nvines = [o for o in bpy.data.objects if \"vine\" in o.name.lower()]\ngrass = [o for o in bpy.data.objects if \"grass\" in o.name.lower() or \"weed\" in o.name.lower()]\ntrees = [o for o in bpy.data.objects if \"tree\" in o.name.lower() or \"crown\" in o.name.lower()]\nprint(f\"\\nHouses (walls+roofs): {len(houses)}\")\nprint(f\"Vines: {len(vines)}\")\nprint(f\"Grass/weeds: {len(grass)}\")\nprint(f\"Trees: {len(trees)}\")\n\n# Save to default location\nbpy.ops.wm.save_as_mainfile()\nprint(\"\\nScene saved!\")\n", "user_prompt": "Verify scene and save to default location"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:33:07.690205+00:00", "type": "tool_call", "id": "call_5380b438061440b5af59e32b", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Verify scene\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")\nprint(f\"Camera: {scene.camera.name}\")\n\n# Count objects by type\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\nprint(f\"\\nMeshes: {len(meshes)}\")\nprint(f\"Curves: {len(curves)}\")\nprint(f\"Lights: {len(lights)}\")\nprint(f\"Cameras: {len(cameras)}\")\nprint(f\"Materials: {len(bpy.data.materials)}\")\n\n# Check key elements exist\nhouses = [o for o in bpy.data.objects if \"walls\" in o.name.lower() or \"roof\" in o.name.lower()]\nvines = [o for o in bpy.data.objects if \"vine\" in o.name.lower()]\ngrass = [o for o in bpy.data.objects if \"grass\" in o.name.lower() or \"weed\" in o.name.lower()]\ntrees = [o for o in bpy.data.objects if \"tree\" in o.name.lower() or \"crown\" in o.name.lower()]\nprint(f\"\\nHouses (walls+roofs): {len(houses)}\")\nprint(f\"Vines: {len(vines)}\")\nprint(f\"Grass/weeds: {len(grass)}\")\nprint(f\"Trees: {len(trees)}\")\n\n# Save to default location\nbpy.ops.wm.save_as_mainfile()\nprint(\"\\nScene saved!\")\n", "user_prompt": "Verify scene and save to default location"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}"}
{"ts": "2026-07-15T05:33:07.720168+00:00", "type": "tool_result", "tool_call_id": "call_5380b438061440b5af59e32b", "name": "execute_blender_code", "text": "Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \"filepath\" property\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:33:11.629088+00:00", "type": "llm_call", "call_index": 26, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:33:07.721682+00:00", "finished_at": "2026-07-15T05:33:11.629088+00:00", "duration_s": 3.9059999999881256, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]}, {"role": "tool", "tool_call_id": "call_2f62fdb469c845969444256f", "content": "Code executed successfully: Preview 3 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_b7c80ad8c700470fb9020d3f", "content": "Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_7b1e805ddd644698acb95961", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]}, {"role": "tool", "tool_call_id": "call_7b1e805ddd644698acb95961", "content": "Code executed successfully: Final render complete\n"}, {"role": "assistant", "content": "The scene is complete. Let me verify everything is saved properly.", "tool_calls": [{"id": "call_9d0f072387ad44b29996495d", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]}, {"role": "tool", "tool_call_id": "call_9d0f072387ad44b29996495d", "content": "Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5380b438061440b5af59e32b", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}"}}]}, {"role": "tool", "tool_call_id": "call_5380b438061440b5af59e32b", "content": "Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \"filepath\" property\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:33:07.721682+00:00", "finished_at": "2026-07-15T05:33:11.629088+00:00", "duration_s": 3.9059999999881256, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "99818", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_2f62fdb469c845969444256f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview render\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview3.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 3 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render preview 3 to check all additions\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_2f62fdb469c845969444256f\",\"content\":\"Code executed successfully: Preview 3 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b7c80ad8c700470fb9020d3f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Position camera for a more immersive, slightly lower angle\\\\ncam.location = (15, -17, 8)\\\\ntarget = Vector((-1, 0, 1.8))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\ncam.data.lens = 26\\\\n\\\\n# Ensure final render settings\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.2\\\\n\\\\n# Make sure save path is set\\\\nbpy.context.scene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\n\\\\nprint(\\\\\\\"Final setup complete\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {cam.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera rotation: {cam.rotation_euler}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Finalize camera angle and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b7c80ad8c700470fb9020d3f\",\"content\":\"Code executed successfully: Final setup complete\\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\\nRender engine: CYCLES\\nResolution: 1536x1536\\nSamples: 64\\nDenoising: True\\nView transform: Filmic\\nTotal objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_7b1e805ddd644698acb95961\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Do a final render at full resolution\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final render complete\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final full-quality image\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_7b1e805ddd644698acb95961\",\"content\":\"Code executed successfully: Final render complete\\n\"},{\"role\":\"assistant\",\"content\":\"The scene is complete. Let me verify everything is saved properly.\",\"tool_calls\":[{\"id\":\"call_9d0f072387ad44b29996495d\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene is saved\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Scene name: {scene.name}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Exposure: {scene.view_settings.exposure}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {scene.camera.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera lens: {scene.camera.data.lens}mm\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save the file\\\\nbpy.ops.wm.save_as_mainfile(filepath=\\\\\\\"/tmp/abandoned_village.blend\\\\\\\")\\\\nprint(\\\\\\\"\\\\\\\\nScene saved successfully!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_9d0f072387ad44b29996495d\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\\\apps\\\\console\\\\tmp\\\\abandoned_village.blend@ for writing: No such file or directory\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5380b438061440b5af59e32b\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save to default location\\\\nbpy.ops.wm.save_as_mainfile()\\\\nprint(\\\\\\\"\\\\\\\\nScene saved!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save to default location\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5380b438061440b5af59e32b\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \\\"filepath\\\" property\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_2f62fdb469c845969444256f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]},{"role":"tool","tool_call_id":"call_2f62fdb469c845969444256f","content":"Code executed successfully: Preview 3 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b7c80ad8c700470fb9020d3f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_b7c80ad8c700470fb9020d3f","content":"Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_7b1e805ddd644698acb95961","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]},{"role":"tool","tool_call_id":"call_7b1e805ddd644698acb95961","content":"Code executed successfully: Final render complete\n"},{"role":"assistant","content":"The scene is complete. Let me verify everything is saved properly.","tool_calls":[{"id":"call_9d0f072387ad44b29996495d","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]},{"role":"tool","tool_call_id":"call_9d0f072387ad44b29996495d","content":"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file C:\\Users\\gruku\\Files\\Projects\\Blender-Bench\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5380b438061440b5af59e32b","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}"}}]},{"role":"tool","tool_call_id":"call_5380b438061440b5af59e32b","content":"Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \"filepath\" property\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    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{"ts": "2026-07-15T05:33:11.631593+00:00", "type": "assistant", "text": null, "tool_calls": [{"id": "call_ecde1fe560d1480dbf1cb132", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Save to the working directory\nimport os\nsave_path = os.path.join(os.getcwd(), \"abandoned_village.blend\")\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\nprint(f\"Scene saved to: {save_path}\")\n", "user_prompt": "Save scene file"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Save to the working directory\\nimport os\\nsave_path = os.path.join(os.getcwd(), \\\"abandoned_village.blend\\\")\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\nprint(f\\\"Scene saved to: {save_path}\\\")\\n\", \"user_prompt\": \"Save scene file\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:33:11.631593+00:00", "type": "tool_call", "id": "call_ecde1fe560d1480dbf1cb132", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Save to the working directory\nimport os\nsave_path = os.path.join(os.getcwd(), \"abandoned_village.blend\")\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\nprint(f\"Scene saved to: {save_path}\")\n", "user_prompt": "Save scene file"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Save to the working directory\\nimport os\\nsave_path = os.path.join(os.getcwd(), \\\"abandoned_village.blend\\\")\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\nprint(f\\\"Scene saved to: {save_path}\\\")\\n\", \"user_prompt\": \"Save scene file\"}"}
{"ts": "2026-07-15T05:33:11.734446+00:00", "type": "tool_result", "tool_call_id": "call_ecde1fe560d1480dbf1cb132", "name": "execute_blender_code", "text": "Code executed successfully: Info: Saved as \"abandoned_village.blend\"\nScene saved to: <repo>\\apps\\console\\abandoned_village.blend\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:33:21.986247+00:00", "type": "llm_call", "call_index": 27, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:33:11.735950+00:00", "finished_at": "2026-07-15T05:33:21.986247+00:00", "duration_s": 10.25, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]}, {"role": "tool", "tool_call_id": "call_2f62fdb469c845969444256f", "content": "Code executed successfully: Preview 3 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_b7c80ad8c700470fb9020d3f", "content": "Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_7b1e805ddd644698acb95961", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]}, {"role": "tool", "tool_call_id": "call_7b1e805ddd644698acb95961", "content": "Code executed successfully: Final render complete\n"}, {"role": "assistant", "content": "The scene is complete. Let me verify everything is saved properly.", "tool_calls": [{"id": "call_9d0f072387ad44b29996495d", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]}, {"role": "tool", "tool_call_id": "call_9d0f072387ad44b29996495d", "content": "Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5380b438061440b5af59e32b", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}"}}]}, {"role": "tool", "tool_call_id": "call_5380b438061440b5af59e32b", "content": "Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \"filepath\" property\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ecde1fe560d1480dbf1cb132", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Save to the working directory\\nimport os\\nsave_path = os.path.join(os.getcwd(), \\\"abandoned_village.blend\\\")\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\nprint(f\\\"Scene saved to: {save_path}\\\")\\n\", \"user_prompt\": \"Save scene file\"}"}}]}, {"role": "tool", "tool_call_id": "call_ecde1fe560d1480dbf1cb132", "content": "Code executed successfully: Info: Saved as \"abandoned_village.blend\"\nScene saved to: <repo>\\apps\\console\\abandoned_village.blend\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:33:11.735950+00:00", "finished_at": "2026-07-15T05:33:21.985247+00:00", "duration_s": 10.25, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "100526", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_2f62fdb469c845969444256f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview render\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview3.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 3 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render preview 3 to check all additions\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_2f62fdb469c845969444256f\",\"content\":\"Code executed successfully: Preview 3 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b7c80ad8c700470fb9020d3f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Position camera for a more immersive, slightly lower angle\\\\ncam.location = (15, -17, 8)\\\\ntarget = Vector((-1, 0, 1.8))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\ncam.data.lens = 26\\\\n\\\\n# Ensure final render settings\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.2\\\\n\\\\n# Make sure save path is set\\\\nbpy.context.scene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\n\\\\nprint(\\\\\\\"Final setup complete\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {cam.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera rotation: {cam.rotation_euler}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Finalize camera angle and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b7c80ad8c700470fb9020d3f\",\"content\":\"Code executed successfully: Final setup complete\\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\\nRender engine: CYCLES\\nResolution: 1536x1536\\nSamples: 64\\nDenoising: True\\nView transform: Filmic\\nTotal objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_7b1e805ddd644698acb95961\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Do a final render at full resolution\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final render complete\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final full-quality image\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_7b1e805ddd644698acb95961\",\"content\":\"Code executed successfully: Final render complete\\n\"},{\"role\":\"assistant\",\"content\":\"The scene is complete. Let me verify everything is saved properly.\",\"tool_calls\":[{\"id\":\"call_9d0f072387ad44b29996495d\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene is saved\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Scene name: {scene.name}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Exposure: {scene.view_settings.exposure}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {scene.camera.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera lens: {scene.camera.data.lens}mm\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save the file\\\\nbpy.ops.wm.save_as_mainfile(filepath=\\\\\\\"/tmp/abandoned_village.blend\\\\\\\")\\\\nprint(\\\\\\\"\\\\\\\\nScene saved successfully!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_9d0f072387ad44b29996495d\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\\\apps\\\\console\\\\tmp\\\\abandoned_village.blend@ for writing: No such file or directory\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5380b438061440b5af59e32b\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save to default location\\\\nbpy.ops.wm.save_as_mainfile()\\\\nprint(\\\\\\\"\\\\\\\\nScene saved!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save to default location\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5380b438061440b5af59e32b\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \\\"filepath\\\" property\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ecde1fe560d1480dbf1cb132\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Save to the working directory\\\\nimport os\\\\nsave_path = os.path.join(os.getcwd(), \\\\\\\"abandoned_village.blend\\\\\\\")\\\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\\\nprint(f\\\\\\\"Scene saved to: {save_path}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Save scene file\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ecde1fe560d1480dbf1cb132\",\"content\":\"Code executed successfully: Info: Saved as \\\"abandoned_village.blend\\\"\\nScene saved to: <repo>\\\\apps\\\\console\\\\abandoned_village.blend\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_2f62fdb469c845969444256f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]},{"role":"tool","tool_call_id":"call_2f62fdb469c845969444256f","content":"Code executed successfully: Preview 3 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b7c80ad8c700470fb9020d3f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_b7c80ad8c700470fb9020d3f","content":"Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_7b1e805ddd644698acb95961","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]},{"role":"tool","tool_call_id":"call_7b1e805ddd644698acb95961","content":"Code executed successfully: Final render complete\n"},{"role":"assistant","content":"The scene is complete. Let me verify everything is saved properly.","tool_calls":[{"id":"call_9d0f072387ad44b29996495d","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]},{"role":"tool","tool_call_id":"call_9d0f072387ad44b29996495d","content":"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file C:\\Users\\gruku\\Files\\Projects\\Blender-Bench\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5380b438061440b5af59e32b","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}"}}]},{"role":"tool","tool_call_id":"call_5380b438061440b5af59e32b","content":"Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \"filepath\" property\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ecde1fe560d1480dbf1cb132","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Save to the working directory\\nimport os\\nsave_path = os.path.join(os.getcwd(), \\\"abandoned_village.blend\\\")\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\nprint(f\\\"Scene saved to: {save_path}\\\")\\n\", \"user_prompt\": \"Save scene file\"}"}}]},{"role":"tool","tool_call_id":"call_ecde1fe560d1480dbf1cb132","content":"Code executed successfully: Info: Saved as \"abandoned_village.blend\"\nScene saved to: C:\\Users\\gruku\\Files\\Projects\\Blender-Bench\\apps\\console\\abandoned_village.blend\n"}],"usage":{"include":true},"tools":[{"type":"function","function":{"name":"get_scene_info","description":"Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ","parameters":{"properties":{"user_prompt":{"title":"User Prompt","type":"string"}},"required":["user_prompt"],"title":"get_scene_infoArguments","type":"object"}}},{"type":"function","function":{"name":"get_object_info","description":"\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:33:12 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093590-sTQfYEgT4FkHT7ifupHD", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b6640babd4cbdc-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093590-sTQfYEgT4FkHT7ifupHD\",\"object\":\"chat.completion\",\"created\":1784093590,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"tool_calls\",\"native_finish_reason\":\"tool_calls\",\"message\":{\"role\":\"assistant\",\"content\":\"The scene is complete and saved. Let me verify the final render was produced correctly by doing a quick check.\",\"refusal\":null,\"reasoning\":null,\"tool_calls\":[{\"type\":\"function\",\"index\":0,\"id\":\"call_b735738ef5be4800b1895891\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final verification - list all key scene elements\\\\nprint(\\\\\\\"=== FINAL SCENE SUMMARY ===\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\nprint(f\\\\\\\"Total materials: {len(bpy.data.materials)}\\\\\\\")\\\\nprint(f\\\\\\\"\\\\\\\\nLights:\\\\\\\")\\\\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\\\\n    print(f\\\\\\\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\\\\\\\")\\\\nprint(f\\\\\\\"\\\\\\\\nCamera: {bpy.context.scene.camera.name}\\\\\\\")\\\\nprint(f\\\\\\\"  Location: {bpy.context.scene.camera.location}\\\\\\\")\\\\nprint(f\\\\\\\"  Lens: {bpy.context.scene.camera.data.lens}mm\\\\\\\")\\\\nprint(f\\\\\\\"\\\\\\\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\\\\\\\")\\\\n\\\\n# Key scene elements\\\\nhouse_walls = [o for o in bpy.data.objects if \\\\\\\"_walls\\\\\\\" in o.name]\\\\nhouse_roofs = [o for o in bpy.data.objects if \\\\\\\"_roof\\\\\\\" in o.name and \\\\\\\"moss\\\\\\\" not in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\\\\\\\")\\\\nfor h in house_walls:\\\\n    print(f\\\\\\\"  {h.name}\\\\\\\")\\\\n    \\\\nprint(f\\\\\\\"\\\\\\\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Final scene 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"error": null}], "response": {"text": "The scene is complete and saved. Let me verify the final render was produced correctly by doing a quick check.", "tool_calls": [{"id": "call_b735738ef5be4800b1895891", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Final verification - list all key scene elements\nprint(\"=== FINAL SCENE SUMMARY ===\")\nprint(f\"Total objects: {len(bpy.data.objects)}\")\nprint(f\"Total materials: {len(bpy.data.materials)}\")\nprint(f\"\\nLights:\")\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\n    print(f\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\")\nprint(f\"\\nCamera: {bpy.context.scene.camera.name}\")\nprint(f\"  Location: {bpy.context.scene.camera.location}\")\nprint(f\"  Lens: {bpy.context.scene.camera.data.lens}mm\")\nprint(f\"\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\")\nprint(f\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\")\n\n# Key scene elements\nhouse_walls = [o for o in bpy.data.objects if \"_walls\" in o.name]\nhouse_roofs = [o for o in bpy.data.objects if \"_roof\" in o.name and \"moss\" not in o.name.lower()]\nprint(f\"\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\")\nfor h in house_walls:\n    print(f\"  {h.name}\")\n    \nprint(f\"\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\")\n", "user_prompt": "Final scene verification"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final verification - list all key scene elements\\nprint(\\\"=== FINAL SCENE SUMMARY ===\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\nprint(f\\\"Total materials: {len(bpy.data.materials)}\\\")\\nprint(f\\\"\\\\nLights:\\\")\\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\\n    print(f\\\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\\\")\\nprint(f\\\"\\\\nCamera: {bpy.context.scene.camera.name}\\\")\\nprint(f\\\"  Location: {bpy.context.scene.camera.location}\\\")\\nprint(f\\\"  Lens: {bpy.context.scene.camera.data.lens}mm\\\")\\nprint(f\\\"\\\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\")\\nprint(f\\\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\\\")\\n\\n# Key scene elements\\nhouse_walls = [o for o in bpy.data.objects if \\\"_walls\\\" in o.name]\\nhouse_roofs = [o for o in bpy.data.objects if \\\"_roof\\\" in o.name and \\\"moss\\\" not in o.name.lower()]\\nprint(f\\\"\\\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\\\")\\nfor h in house_walls:\\n    print(f\\\"  {h.name}\\\")\\n    \\nprint(f\\\"\\\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\\\")\\n\", \"user_prompt\": \"Final scene verification\"}", "parse_error": null}], "tokens_in": 25244, "tokens_out": 374, "cost_usd": 0.0067392512, "cached_tokens": 23208}, "error": null}
{"ts": "2026-07-15T05:33:21.989426+00:00", "type": "assistant", "text": "The scene is complete and saved. Let me verify the final render was produced correctly by doing a quick check.", "tool_calls": [{"id": "call_b735738ef5be4800b1895891", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Final verification - list all key scene elements\nprint(\"=== FINAL SCENE SUMMARY ===\")\nprint(f\"Total objects: {len(bpy.data.objects)}\")\nprint(f\"Total materials: {len(bpy.data.materials)}\")\nprint(f\"\\nLights:\")\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\n    print(f\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\")\nprint(f\"\\nCamera: {bpy.context.scene.camera.name}\")\nprint(f\"  Location: {bpy.context.scene.camera.location}\")\nprint(f\"  Lens: {bpy.context.scene.camera.data.lens}mm\")\nprint(f\"\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\")\nprint(f\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\")\n\n# Key scene elements\nhouse_walls = [o for o in bpy.data.objects if \"_walls\" in o.name]\nhouse_roofs = [o for o in bpy.data.objects if \"_roof\" in o.name and \"moss\" not in o.name.lower()]\nprint(f\"\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\")\nfor h in house_walls:\n    print(f\"  {h.name}\")\n    \nprint(f\"\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\")\n", "user_prompt": "Final scene verification"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final verification - list all key scene elements\\nprint(\\\"=== FINAL SCENE SUMMARY ===\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\nprint(f\\\"Total materials: {len(bpy.data.materials)}\\\")\\nprint(f\\\"\\\\nLights:\\\")\\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\\n    print(f\\\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\\\")\\nprint(f\\\"\\\\nCamera: {bpy.context.scene.camera.name}\\\")\\nprint(f\\\"  Location: {bpy.context.scene.camera.location}\\\")\\nprint(f\\\"  Lens: {bpy.context.scene.camera.data.lens}mm\\\")\\nprint(f\\\"\\\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\")\\nprint(f\\\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\\\")\\n\\n# Key scene elements\\nhouse_walls = [o for o in bpy.data.objects if \\\"_walls\\\" in o.name]\\nhouse_roofs = [o for o in bpy.data.objects if \\\"_roof\\\" in o.name and \\\"moss\\\" not in o.name.lower()]\\nprint(f\\\"\\\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\\\")\\nfor h in house_walls:\\n    print(f\\\"  {h.name}\\\")\\n    \\nprint(f\\\"\\\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\\\")\\n\", \"user_prompt\": \"Final scene verification\"}", "parse_error": null}]}
{"ts": "2026-07-15T05:33:21.989426+00:00", "type": "tool_call", "id": "call_b735738ef5be4800b1895891", "name": "execute_blender_code", "arguments": {"code": "\nimport bpy\n\n# Final verification - list all key scene elements\nprint(\"=== FINAL SCENE SUMMARY ===\")\nprint(f\"Total objects: {len(bpy.data.objects)}\")\nprint(f\"Total materials: {len(bpy.data.materials)}\")\nprint(f\"\\nLights:\")\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\n    print(f\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\")\nprint(f\"\\nCamera: {bpy.context.scene.camera.name}\")\nprint(f\"  Location: {bpy.context.scene.camera.location}\")\nprint(f\"  Lens: {bpy.context.scene.camera.data.lens}mm\")\nprint(f\"\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\")\nprint(f\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\")\n\n# Key scene elements\nhouse_walls = [o for o in bpy.data.objects if \"_walls\" in o.name]\nhouse_roofs = [o for o in bpy.data.objects if \"_roof\" in o.name and \"moss\" not in o.name.lower()]\nprint(f\"\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\")\nfor h in house_walls:\n    print(f\"  {h.name}\")\n    \nprint(f\"\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\")\n", "user_prompt": "Final scene verification"}, "raw_arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final verification - list all key scene elements\\nprint(\\\"=== FINAL SCENE SUMMARY ===\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\nprint(f\\\"Total materials: {len(bpy.data.materials)}\\\")\\nprint(f\\\"\\\\nLights:\\\")\\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\\n    print(f\\\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\\\")\\nprint(f\\\"\\\\nCamera: {bpy.context.scene.camera.name}\\\")\\nprint(f\\\"  Location: {bpy.context.scene.camera.location}\\\")\\nprint(f\\\"  Lens: {bpy.context.scene.camera.data.lens}mm\\\")\\nprint(f\\\"\\\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\")\\nprint(f\\\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\\\")\\n\\n# Key scene elements\\nhouse_walls = [o for o in bpy.data.objects if \\\"_walls\\\" in o.name]\\nhouse_roofs = [o for o in bpy.data.objects if \\\"_roof\\\" in o.name and \\\"moss\\\" not in o.name.lower()]\\nprint(f\\\"\\\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\\\")\\nfor h in house_walls:\\n    print(f\\\"  {h.name}\\\")\\n    \\nprint(f\\\"\\\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\\\")\\n\", \"user_prompt\": \"Final scene verification\"}"}
{"ts": "2026-07-15T05:33:22.018977+00:00", "type": "tool_result", "tool_call_id": "call_b735738ef5be4800b1895891", "name": "execute_blender_code", "text": "Code executed successfully: === FINAL SCENE SUMMARY ===\nTotal objects: 1614\nTotal materials: 62\n\nLights:\n  FillLight: type=SUN, energy=0.800000011920929, color=<Color (r=0.5000, g=0.6000, b=0.8000)>\n  KeyLight: type=SUN, energy=2.5, color=<Color (r=1.0000, g=0.8500, b=0.6000)>\n\nCamera: MainCamera\n  Location: <Vector (15.0000, -17.0000, 8.0000)>\n  Lens: 26.0mm\n\nRender: CYCLES, 1536x1536\nCycles: 64 samples, denoising=True\n\nHouses: 389 (walls), 5 (roofs)\n  House1_walls\n  House2_walls\n  House3_walls\n  House4_walls\n  House5_walls\n  Weed_House1_walls_0_0\n  Weed_House1_walls_0_1\n  Weed_House1_walls_0_2\n  Weed_House1_walls_0_3\n  Weed_House1_walls_0_4\n  Weed_House1_walls_10_0\n  Weed_House1_walls_10_1\n  Weed_House1_walls_10_2\n  Weed_House1_walls_10_3\n  Weed_House1_walls_10_4\n  Weed_House1_walls_11_0\n  Weed_House1_walls_11_1\n  Weed_House1_walls_11_2\n  Weed_House1_walls_11_3\n  Weed_House1_walls_11_4\n  Weed_House1_walls_11_5\n  Weed_House1_walls_11_6\n  Weed_House1_walls_12_0\n  Weed_House1_walls_12_1\n  Weed_House1_walls_12_2\n  Weed_House1_walls_12_3\n  Weed_House1_walls_13_0\n  Weed_House1_walls_13_1\n  Weed_House1_walls_13_2\n  Weed_House1_walls_13_3\n  Weed_House1_walls_14_0\n  Weed_House1_walls_14_1\n  Weed_House1_walls_14_2\n  Weed_House1_walls_14_3\n  Weed_House1_walls_14_4\n  Weed_House1_walls_1_0\n  Weed_House1_walls_1_1\n  Weed_House1_walls_1_2\n  Weed_House1_walls_1_3\n  Weed_House1_walls_1_4\n  Weed_House1_walls_1_5\n  Weed_House1_walls_2_0\n  Weed_House1_walls_2_1\n  Weed_House1_walls_2_2\n  Weed_House1_walls_2_3\n  Weed_House1_walls_2_4\n  Weed_House1_walls_2_5\n  Weed_House1_walls_3_0\n  Weed_House1_walls_3_1\n  Weed_House1_walls_3_2\n  Weed_House1_walls_3_3\n  Weed_House1_walls_4_0\n  Weed_House1_walls_4_1\n  Weed_House1_walls_4_2\n  Weed_House1_walls_4_3\n  Weed_House1_walls_4_4\n  Weed_House1_walls_4_5\n  Weed_House1_walls_5_0\n  Weed_House1_walls_5_1\n  Weed_House1_walls_5_2\n  Weed_House1_walls_5_3\n  Weed_House1_walls_5_4\n  Weed_House1_walls_5_5\n  Weed_House1_walls_6_0\n  Weed_House1_walls_6_1\n  Weed_House1_walls_6_2\n  Weed_House1_walls_6_3\n  Weed_House1_walls_6_4\n  Weed_House1_walls_7_0\n  Weed_House1_walls_7_1\n  Weed_House1_walls_7_2\n  Weed_House1_walls_8_0\n  Weed_House1_walls_8_1\n  Weed_House1_walls_8_2\n  Weed_House1_walls_9_0\n  Weed_House1_walls_9_1\n  Weed_House1_walls_9_2\n  Weed_House1_walls_9_3\n  Weed_House1_walls_9_4\n  Weed_House2_walls_0_0\n  Weed_House2_walls_0_1\n  Weed_House2_walls_0_2\n  Weed_House2_walls_0_3\n  Weed_House2_walls_0_4\n  Weed_House2_walls_10_0\n  Weed_House2_walls_10_1\n  Weed_House2_walls_10_2\n  Weed_House2_walls_10_3\n  Weed_House2_walls_10_4\n  Weed_House2_walls_10_5\n  Weed_House2_walls_11_0\n  Weed_House2_walls_11_1\n  Weed_House2_walls_11_2\n  Weed_House2_walls_11_3\n  Weed_House2_walls_11_4\n  Weed_House2_walls_12_0\n  Weed_House2_walls_12_1\n  Weed_House2_walls_12_2\n  Weed_House2_walls_12_3\n  Weed_House2_walls_13_0\n  Weed_House2_walls_13_1\n  Weed_House2_walls_13_2\n  Weed_House2_walls_13_3\n  Weed_House2_walls_13_4\n  Weed_House2_walls_13_5\n  Weed_House2_walls_14_0\n  Weed_House2_walls_14_1\n  Weed_House2_walls_14_2\n  Weed_House2_walls_14_3\n  Weed_House2_walls_14_4\n  Weed_House2_walls_14_5\n  Weed_House2_walls_1_0\n  Weed_House2_walls_1_1\n  Weed_House2_walls_1_2\n  Weed_House2_walls_2_0\n  Weed_House2_walls_2_1\n  Weed_House2_walls_2_2\n  Weed_House2_walls_2_3\n  Weed_House2_walls_2_4\n  Weed_House2_walls_2_5\n  Weed_House2_walls_2_6\n  Weed_House2_walls_3_0\n  Weed_House2_walls_3_1\n  Weed_House2_walls_3_2\n  Weed_House2_walls_3_3\n  Weed_House2_walls_3_4\n  Weed_House2_walls_3_5\n  Weed_House2_walls_4_0\n  Weed_House2_walls_4_1\n  Weed_House2_walls_4_2\n  Weed_House2_walls_4_3\n  Weed_House2_walls_4_4\n  Weed_House2_walls_4_5\n  Weed_House2_walls_5_0\n  Weed_House2_walls_5_1\n  Weed_House2_walls_5_2\n  Weed_House2_walls_5_3\n  Weed_House2_walls_5_4\n  Weed_House2_walls_5_5\n  Weed_House2_walls_5_6\n  Weed_House2_walls_6_0\n  Weed_House2_walls_6_1\n  Weed_House2_walls_6_2\n  Weed_House2_walls_6_3\n  Weed_House2_walls_6_4\n  Weed_House2_walls_7_0\n  Weed_House2_walls_7_1\n  Weed_House2_walls_7_2\n  Weed_House2_walls_7_3\n  Weed_House2_walls_7_4\n  Weed_House2_walls_7_5\n  Weed_House2_walls_8_0\n  Weed_House2_walls_8_1\n  Weed_House2_walls_8_2\n  Weed_House2_walls_8_3\n  Weed_House2_walls_8_4\n  Weed_House2_walls_9_0\n  Weed_House2_walls_9_1\n  Weed_House2_walls_9_2\n  Weed_House2_walls_9_3\n  Weed_House3_walls_0_0\n  Weed_House3_walls_0_1\n  Weed_House3_walls_0_2\n  Weed_House3_walls_0_3\n  Weed_House3_walls_10_0\n  Weed_House3_walls_10_1\n  Weed_House3_walls_10_2\n  Weed_House3_walls_10_3\n  Weed_House3_walls_10_4\n  Weed_House3_walls_11_0\n  Weed_House3_walls_11_1\n  Weed_House3_walls_11_2\n  Weed_House3_walls_11_3\n  Weed_House3_walls_11_4\n  Weed_House3_walls_12_0\n  Weed_House3_walls_12_1\n  Weed_House3_walls_12_2\n  Weed_House3_walls_12_3\n  Weed_House3_walls_12_4\n  Weed_House3_walls_12_5\n  Weed_House3_walls_13_0\n  Weed_House3_walls_13_1\n  Weed_House3_walls_13_2\n  Weed_House3_walls_13_3\n  Weed_House3_walls_13_4\n  Weed_House3_walls_14_0\n  Weed_House3_walls_14_1\n  Weed_House3_walls_14_2\n  Weed_House3_walls_14_3\n  Weed_House3_walls_14_4\n  Weed_House3_walls_14_5\n  Weed_House3_walls_1_0\n  Weed_House3_walls_1_1\n  Weed_House3_walls_1_2\n  Weed_House3_walls_1_3\n  Weed_House3_walls_1_4\n  Weed_House3_walls_2_0\n  Weed_House3_walls_2_1\n  Weed_House3_walls_2_2\n  Weed_House3_walls_2_3\n  Weed_House3_walls_3_0\n  Weed_House3_walls_3_1\n  Weed_House3_walls_3_2\n  Weed_House3_walls_3_3\n  Weed_House3_walls_3_4\n  Weed_House3_walls_3_5\n  Weed_House3_walls_3_6\n  Weed_House3_walls_4_0\n  Weed_House3_walls_4_1\n  Weed_House3_walls_4_2\n  Weed_House3_walls_4_3\n  Weed_House3_walls_4_4\n  Weed_House3_walls_5_0\n  Weed_House3_walls_5_1\n  Weed_House3_walls_5_2\n  Weed_House3_walls_5_3\n  Weed_House3_walls_5_4\n  Weed_House3_walls_5_5\n  Weed_House3_walls_6_0\n  Weed_House3_walls_6_1\n  Weed_House3_walls_6_2\n  Weed_House3_walls_6_3\n  Weed_House3_walls_6_4\n  Weed_House3_walls_6_5\n  Weed_House3_walls_7_0\n  Weed_House3_walls_7_1\n  Weed_House3_walls_7_2\n  Weed_House3_walls_7_3\n  Weed_House3_walls_7_4\n  Weed_House3_walls_8_0\n  Weed_House3_walls_8_1\n  Weed_House3_walls_8_2\n  Weed_House3_walls_9_0\n  Weed_House3_walls_9_1\n  Weed_House3_walls_9_2\n  Weed_House3_walls_9_3\n  Weed_House3_walls_9_4\n  Weed_House4_walls_0_0\n  Weed_House4_walls_0_1\n  Weed_House4_walls_0_2\n  Weed_House4_walls_0_3\n  Weed_House4_walls_0_4\n  Weed_House4_walls_0_5\n  Weed_House4_walls_10_0\n  Weed_House4_walls_10_1\n  Weed_House4_walls_10_2\n  Weed_House4_walls_10_3\n  Weed_House4_walls_10_4\n  Weed_House4_walls_11_0\n  Weed_House4_walls_11_1\n  Weed_House4_walls_11_2\n  Weed_House4_walls_11_3\n  Weed_House4_walls_11_4\n  Weed_House4_walls_11_5\n  Weed_House4_walls_11_6\n  Weed_House4_walls_12_0\n  Weed_House4_walls_12_1\n  Weed_House4_walls_12_2\n  Weed_House4_walls_12_3\n  Weed_House4_walls_12_4\n  Weed_House4_walls_12_5\n  Weed_House4_walls_13_0\n  Weed_House4_walls_13_1\n  Weed_House4_walls_13_2\n  Weed_House4_walls_13_3\n  Weed_House4_walls_13_4\n  Weed_House4_walls_13_5\n  Weed_House4_walls_13_6\n  Weed_House4_walls_14_0\n  Weed_House4_walls_14_1\n  Weed_House4_walls_14_2\n  Weed_House4_walls_14_3\n  Weed_House4_walls_14_4\n  Weed_House4_walls_1_0\n  Weed_House4_walls_1_1\n  Weed_House4_walls_1_2\n  Weed_House4_walls_2_0\n  Weed_House4_walls_2_1\n  Weed_House4_walls_2_2\n  Weed_House4_walls_2_3\n  Weed_House4_walls_2_4\n  Weed_House4_walls_2_5\n  Weed_House4_walls_2_6\n  Weed_House4_walls_3_0\n  Weed_House4_walls_3_1\n  Weed_House4_walls_3_2\n  Weed_House4_walls_3_3\n  Weed_House4_walls_3_4\n  Weed_House4_walls_3_5\n  Weed_House4_walls_4_0\n  Weed_House4_walls_4_1\n  Weed_House4_walls_4_2\n  Weed_House4_walls_4_3\n  Weed_House4_walls_4_4\n  Weed_House4_walls_4_5\n  Weed_House4_walls_5_0\n  Weed_House4_walls_5_1\n  Weed_House4_walls_5_2\n  Weed_House4_walls_5_3\n  Weed_House4_walls_5_4\n  Weed_House4_walls_5_5\n  Weed_House4_walls_5_6\n  Weed_House4_walls_6_0\n  Weed_House4_walls_6_1\n  Weed_House4_walls_6_2\n  Weed_House4_walls_6_3\n  Weed_House4_walls_6_4\n  Weed_House4_walls_6_5\n  Weed_House4_walls_6_6\n  Weed_House4_walls_7_0\n  Weed_House4_walls_7_1\n  Weed_House4_walls_7_2\n  Weed_House4_walls_7_3\n  Weed_House4_walls_7_4\n  Weed_House4_walls_8_0\n  Weed_House4_walls_8_1\n  Weed_House4_walls_8_2\n  Weed_House4_walls_8_3\n  Weed_House4_walls_9_0\n  Weed_House4_walls_9_1\n  Weed_House4_walls_9_2\n  Weed_House4_walls_9_3\n  Weed_House4_walls_9_4\n  Weed_House5_walls_0_0\n  Weed_House5_walls_0_1\n  Weed_House5_walls_0_2\n  Weed_House5_walls_0_3\n  Weed_House5_walls_10_0\n  Weed_House5_walls_10_1\n  Weed_House5_walls_10_2\n  Weed_House5_walls_10_3\n  Weed_House5_walls_10_4\n  Weed_House5_walls_11_0\n  Weed_House5_walls_11_1\n  Weed_House5_walls_11_2\n  Weed_House5_walls_12_0\n  Weed_House5_walls_12_1\n  Weed_House5_walls_12_2\n  Weed_House5_walls_13_0\n  Weed_House5_walls_13_1\n  Weed_House5_walls_13_2\n  Weed_House5_walls_13_3\n  Weed_House5_walls_14_0\n  Weed_House5_walls_14_1\n  Weed_House5_walls_14_2\n  Weed_House5_walls_14_3\n  Weed_House5_walls_1_0\n  Weed_House5_walls_1_1\n  Weed_House5_walls_1_2\n  Weed_House5_walls_1_3\n  Weed_House5_walls_2_0\n  Weed_House5_walls_2_1\n  Weed_House5_walls_2_2\n  Weed_House5_walls_2_3\n  Weed_House5_walls_2_4\n  Weed_House5_walls_3_0\n  Weed_House5_walls_3_1\n  Weed_House5_walls_3_2\n  Weed_House5_walls_3_3\n  Weed_House5_walls_3_4\n  Weed_House5_walls_4_0\n  Weed_House5_walls_4_1\n  Weed_House5_walls_4_2\n  Weed_House5_walls_4_3\n  Weed_House5_walls_4_4\n  Weed_House5_walls_5_0\n  Weed_House5_walls_5_1\n  Weed_House5_walls_5_2\n  Weed_House5_walls_6_0\n  Weed_House5_walls_6_1\n  Weed_House5_walls_6_2\n  Weed_House5_walls_6_3\n  Weed_House5_walls_6_4\n  Weed_House5_walls_6_5\n  Weed_House5_walls_7_0\n  Weed_House5_walls_7_1\n  Weed_House5_walls_7_2\n  Weed_House5_walls_7_3\n  Weed_House5_walls_7_4\n  Weed_House5_walls_8_0\n  Weed_House5_walls_8_1\n  Weed_House5_walls_8_2\n  Weed_House5_walls_8_3\n  Weed_House5_walls_8_4\n  Weed_House5_walls_9_0\n  Weed_House5_walls_9_1\n  Weed_House5_walls_9_2\n  Weed_House5_walls_9_3\n  Weed_House5_walls_9_4\n\nWorld background: <bpy_collection[4], Nodes>\n", "is_error": false, "has_image": false, "image_b64": null}
{"ts": "2026-07-15T05:33:39.659661+00:00", "type": "llm_call", "call_index": 28, "provider_type": "blenderbench.providers.openrouter.OpenRouterProvider", "started_at": "2026-07-15T05:33:22.020131+00:00", "finished_at": "2026-07-15T05:33:39.659661+00:00", "duration_s": 17.64000000001397, "request": {"messages": [{"role": "system", "content": "You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."}, {"role": "user", "content": "## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"}, {"role": "assistant", "content": "I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.", "tool_calls": [{"id": "chatcmpl-tool-978e3bcc04b68968", "type": "function", "function": {"name": "get_scene_info", "arguments": "{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}}, {"id": "chatcmpl-tool-b30c0f5fa94da880", "type": "function", "function": {"name": "get_polyhaven_status", "arguments": "{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}}, {"id": "chatcmpl-tool-a26cb5f68305b129", "type": "function", "function": {"name": "get_hyper3d_status", "arguments": "{\"user_prompt\": \"Check Hyper3D availability\"}"}}]}, {"role": "tool", "tool_call_id": "chatcmpl-tool-978e3bcc04b68968", "content": "{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-b30c0f5fa94da880", "content": "PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"}, {"role": "tool", "tool_call_id": "chatcmpl-tool-a26cb5f68305b129", "content": "Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"}, {"role": "assistant", "content": "I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.", "tool_calls": [{"id": "call_407340773f3d43b0a655f8f1", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_407340773f3d43b0a655f8f1", "content": "Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_3b539f6860574a8a8ef5f964", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_3b539f6860574a8a8ef5f964", "content": "Code executed successfully: Ground created\n"}, {"role": "assistant", "content": "Now let me create the houses with weathered walls and rusted metal roofs.", "tool_calls": [{"id": "call_8fd779217fcc4320ad7582eb", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]}, {"role": "tool", "tool_call_id": "call_8fd779217fcc4320ad7582eb", "content": "Code executed successfully: Materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_feef8b4dac8240fa84e68ecd", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]}, {"role": "tool", "tool_call_id": "call_feef8b4dac8240fa84e68ecd", "content": "Code executed successfully: Created 10 house parts for 5 houses\n"}, {"role": "assistant", "content": "Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.", "tool_calls": [{"id": "call_c7fc5562b33b44dc8d07626a", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]}, {"role": "tool", "tool_call_id": "call_c7fc5562b33b44dc8d07626a", "content": "Code executed successfully: Foliage materials created\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_67160c8699d94d999d9fac7f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]}, {"role": "tool", "tool_call_id": "call_67160c8699d94d999d9fac7f", "content": "Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b22359a3aef34cedbc9529ce", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]}, {"role": "tool", "tool_call_id": "call_b22359a3aef34cedbc9529ce", "content": "Code executed successfully: Created 21 vines on walls\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_97ddc40855ca41fdb60891dc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]}, {"role": "tool", "tool_call_id": "call_97ddc40855ca41fdb60891dc", "content": "Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f518f9cd20843e99d83efdf", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f518f9cd20843e99d83efdf", "content": "Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5f14664368e6449f99124ae0", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]}, {"role": "tool", "tool_call_id": "call_5f14664368e6449f99124ae0", "content": "Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_c5f8ec1a627a4435aae02061", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]}, {"role": "tool", "tool_call_id": "call_c5f8ec1a627a4435aae02061", "content": "Code executed successfully: Camera and lighting set up\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e3a306417cd746afb68b450c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]}, {"role": "tool", "tool_call_id": "call_e3a306417cd746afb68b450c", "content": "Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"}, {"role": "assistant", "content": "Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.", "tool_calls": [{"id": "call_1f36fbf372d748bba85d1360", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_1f36fbf372d748bba85d1360", "content": "Code executed successfully: Preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_851721df6eeb446385fb547e", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]}, {"role": "tool", "tool_call_id": "call_851721df6eeb446385fb547e", "content": "Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_e0aa7f4d2f0b4b079d8c2bdc", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]}, {"role": "tool", "tool_call_id": "call_e0aa7f4d2f0b4b079d8c2bdc", "content": "Code executed successfully: Preview 2 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ed11eb78bc2e4ef983e9310c", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_ed11eb78bc2e4ef983e9310c", "content": "Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ab78b7ab0348434eac048679", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]}, {"role": "tool", "tool_call_id": "call_ab78b7ab0348434eac048679", "content": "Code executed successfully: Final preview rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_0a7e8daa1c8d4a5ba910f731", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]}, {"role": "tool", "tool_call_id": "call_0a7e8daa1c8d4a5ba910f731", "content": "Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_6526f6b795ef43b593714fad", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]}, {"role": "tool", "tool_call_id": "call_6526f6b795ef43b593714fad", "content": "Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_2f62fdb469c845969444256f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]}, {"role": "tool", "tool_call_id": "call_2f62fdb469c845969444256f", "content": "Code executed successfully: Preview 3 rendered\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_b7c80ad8c700470fb9020d3f", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]}, {"role": "tool", "tool_call_id": "call_b7c80ad8c700470fb9020d3f", "content": "Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_7b1e805ddd644698acb95961", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]}, {"role": "tool", "tool_call_id": "call_7b1e805ddd644698acb95961", "content": "Code executed successfully: Final render complete\n"}, {"role": "assistant", "content": "The scene is complete. Let me verify everything is saved properly.", "tool_calls": [{"id": "call_9d0f072387ad44b29996495d", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]}, {"role": "tool", "tool_call_id": "call_9d0f072387ad44b29996495d", "content": "Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_5380b438061440b5af59e32b", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}"}}]}, {"role": "tool", "tool_call_id": "call_5380b438061440b5af59e32b", "content": "Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \"filepath\" property\n"}, {"role": "assistant", "content": null, "tool_calls": [{"id": "call_ecde1fe560d1480dbf1cb132", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Save to the working directory\\nimport os\\nsave_path = os.path.join(os.getcwd(), \\\"abandoned_village.blend\\\")\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\nprint(f\\\"Scene saved to: {save_path}\\\")\\n\", \"user_prompt\": \"Save scene file\"}"}}]}, {"role": "tool", "tool_call_id": "call_ecde1fe560d1480dbf1cb132", "content": "Code executed successfully: Info: Saved as \"abandoned_village.blend\"\nScene saved to: <repo>\\apps\\console\\abandoned_village.blend\n"}, {"role": "assistant", "content": "The scene is complete and saved. Let me verify the final render was produced correctly by doing a quick check.", "tool_calls": [{"id": "call_b735738ef5be4800b1895891", "type": "function", "function": {"name": "execute_blender_code", "arguments": "{\"code\": \"\\nimport bpy\\n\\n# Final verification - list all key scene elements\\nprint(\\\"=== FINAL SCENE SUMMARY ===\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\nprint(f\\\"Total materials: {len(bpy.data.materials)}\\\")\\nprint(f\\\"\\\\nLights:\\\")\\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\\n    print(f\\\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\\\")\\nprint(f\\\"\\\\nCamera: {bpy.context.scene.camera.name}\\\")\\nprint(f\\\"  Location: {bpy.context.scene.camera.location}\\\")\\nprint(f\\\"  Lens: {bpy.context.scene.camera.data.lens}mm\\\")\\nprint(f\\\"\\\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\")\\nprint(f\\\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\\\")\\n\\n# Key scene elements\\nhouse_walls = [o for o in bpy.data.objects if \\\"_walls\\\" in o.name]\\nhouse_roofs = [o for o in bpy.data.objects if \\\"_roof\\\" in o.name and \\\"moss\\\" not in o.name.lower()]\\nprint(f\\\"\\\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\\\")\\nfor h in house_walls:\\n    print(f\\\"  {h.name}\\\")\\n    \\nprint(f\\\"\\\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\\\")\\n\", \"user_prompt\": \"Final scene verification\"}"}}]}, {"role": "tool", "tool_call_id": "call_b735738ef5be4800b1895891", "content": "Code executed successfully: === FINAL SCENE SUMMARY ===\nTotal objects: 1614\nTotal materials: 62\n\nLights:\n  FillLight: type=SUN, energy=0.800000011920929, color=<Color (r=0.5000, g=0.6000, b=0.8000)>\n  KeyLight: type=SUN, energy=2.5, color=<Color (r=1.0000, g=0.8500, b=0.6000)>\n\nCamera: MainCamera\n  Location: <Vector (15.0000, -17.0000, 8.0000)>\n  Lens: 26.0mm\n\nRender: CYCLES, 1536x1536\nCycles: 64 samples, denoising=True\n\nHouses: 389 (walls), 5 (roofs)\n  House1_walls\n  House2_walls\n  House3_walls\n  House4_walls\n  House5_walls\n  Weed_House1_walls_0_0\n  Weed_House1_walls_0_1\n  Weed_House1_walls_0_2\n  Weed_House1_walls_0_3\n  Weed_House1_walls_0_4\n  Weed_House1_walls_10_0\n  Weed_House1_walls_10_1\n  Weed_House1_walls_10_2\n  Weed_House1_walls_10_3\n  Weed_House1_walls_10_4\n  Weed_House1_walls_11_0\n  Weed_House1_walls_11_1\n  Weed_House1_walls_11_2\n  Weed_House1_walls_11_3\n  Weed_House1_walls_11_4\n  Weed_House1_walls_11_5\n  Weed_House1_walls_11_6\n  Weed_House1_walls_12_0\n  Weed_House1_walls_12_1\n  Weed_House1_walls_12_2\n  Weed_House1_walls_12_3\n  Weed_House1_walls_13_0\n  Weed_House1_walls_13_1\n  Weed_House1_walls_13_2\n  Weed_House1_walls_13_3\n  Weed_House1_walls_14_0\n  Weed_House1_walls_14_1\n  Weed_House1_walls_14_2\n  Weed_House1_walls_14_3\n  Weed_House1_walls_14_4\n  Weed_House1_walls_1_0\n  Weed_House1_walls_1_1\n  Weed_House1_walls_1_2\n  Weed_House1_walls_1_3\n  Weed_House1_walls_1_4\n  Weed_House1_walls_1_5\n  Weed_House1_walls_2_0\n  Weed_House1_walls_2_1\n  Weed_House1_walls_2_2\n  Weed_House1_walls_2_3\n  Weed_House1_walls_2_4\n  Weed_House1_walls_2_5\n  Weed_House1_walls_3_0\n  Weed_House1_walls_3_1\n  Weed_House1_walls_3_2\n  Weed_House1_walls_3_3\n  Weed_House1_walls_4_0\n  Weed_House1_walls_4_1\n  Weed_House1_walls_4_2\n  Weed_House1_walls_4_3\n  Weed_House1_walls_4_4\n  Weed_House1_walls_4_5\n  Weed_House1_walls_5_0\n  Weed_House1_walls_5_1\n  Weed_House1_walls_5_2\n  Weed_House1_walls_5_3\n  Weed_House1_walls_5_4\n  Weed_House1_walls_5_5\n  Weed_House1_walls_6_0\n  Weed_House1_walls_6_1\n  Weed_House1_walls_6_2\n  Weed_House1_walls_6_3\n  Weed_House1_walls_6_4\n  Weed_House1_walls_7_0\n  Weed_House1_walls_7_1\n  Weed_House1_walls_7_2\n  Weed_House1_walls_8_0\n  Weed_House1_walls_8_1\n  Weed_House1_walls_8_2\n  Weed_House1_walls_9_0\n  Weed_House1_walls_9_1\n  Weed_House1_walls_9_2\n  Weed_House1_walls_9_3\n  Weed_House1_walls_9_4\n  Weed_House2_walls_0_0\n  Weed_House2_walls_0_1\n  Weed_House2_walls_0_2\n  Weed_House2_walls_0_3\n  Weed_House2_walls_0_4\n  Weed_House2_walls_10_0\n  Weed_House2_walls_10_1\n  Weed_House2_walls_10_2\n  Weed_House2_walls_10_3\n  Weed_House2_walls_10_4\n  Weed_House2_walls_10_5\n  Weed_House2_walls_11_0\n  Weed_House2_walls_11_1\n  Weed_House2_walls_11_2\n  Weed_House2_walls_11_3\n  Weed_House2_walls_11_4\n  Weed_House2_walls_12_0\n  Weed_House2_walls_12_1\n  Weed_House2_walls_12_2\n  Weed_House2_walls_12_3\n  Weed_House2_walls_13_0\n  Weed_House2_walls_13_1\n  Weed_House2_walls_13_2\n  Weed_House2_walls_13_3\n  Weed_House2_walls_13_4\n  Weed_House2_walls_13_5\n  Weed_House2_walls_14_0\n  Weed_House2_walls_14_1\n  Weed_House2_walls_14_2\n  Weed_House2_walls_14_3\n  Weed_House2_walls_14_4\n  Weed_House2_walls_14_5\n  Weed_House2_walls_1_0\n  Weed_House2_walls_1_1\n  Weed_House2_walls_1_2\n  Weed_House2_walls_2_0\n  Weed_House2_walls_2_1\n  Weed_House2_walls_2_2\n  Weed_House2_walls_2_3\n  Weed_House2_walls_2_4\n  Weed_House2_walls_2_5\n  Weed_House2_walls_2_6\n  Weed_House2_walls_3_0\n  Weed_House2_walls_3_1\n  Weed_House2_walls_3_2\n  Weed_House2_walls_3_3\n  Weed_House2_walls_3_4\n  Weed_House2_walls_3_5\n  Weed_House2_walls_4_0\n  Weed_House2_walls_4_1\n  Weed_House2_walls_4_2\n  Weed_House2_walls_4_3\n  Weed_House2_walls_4_4\n  Weed_House2_walls_4_5\n  Weed_House2_walls_5_0\n  Weed_House2_walls_5_1\n  Weed_House2_walls_5_2\n  Weed_House2_walls_5_3\n  Weed_House2_walls_5_4\n  Weed_House2_walls_5_5\n  Weed_House2_walls_5_6\n  Weed_House2_walls_6_0\n  Weed_House2_walls_6_1\n  Weed_House2_walls_6_2\n  Weed_House2_walls_6_3\n  Weed_House2_walls_6_4\n  Weed_House2_walls_7_0\n  Weed_House2_walls_7_1\n  Weed_House2_walls_7_2\n  Weed_House2_walls_7_3\n  Weed_House2_walls_7_4\n  Weed_House2_walls_7_5\n  Weed_House2_walls_8_0\n  Weed_House2_walls_8_1\n  Weed_House2_walls_8_2\n  Weed_House2_walls_8_3\n  Weed_House2_walls_8_4\n  Weed_House2_walls_9_0\n  Weed_House2_walls_9_1\n  Weed_House2_walls_9_2\n  Weed_House2_walls_9_3\n  Weed_House3_walls_0_0\n  Weed_House3_walls_0_1\n  Weed_House3_walls_0_2\n  Weed_House3_walls_0_3\n  Weed_House3_walls_10_0\n  Weed_House3_walls_10_1\n  Weed_House3_walls_10_2\n  Weed_House3_walls_10_3\n  Weed_House3_walls_10_4\n  Weed_House3_walls_11_0\n  Weed_House3_walls_11_1\n  Weed_House3_walls_11_2\n  Weed_House3_walls_11_3\n  Weed_House3_walls_11_4\n  Weed_House3_walls_12_0\n  Weed_House3_walls_12_1\n  Weed_House3_walls_12_2\n  Weed_House3_walls_12_3\n  Weed_House3_walls_12_4\n  Weed_House3_walls_12_5\n  Weed_House3_walls_13_0\n  Weed_House3_walls_13_1\n  Weed_House3_walls_13_2\n  Weed_House3_walls_13_3\n  Weed_House3_walls_13_4\n  Weed_House3_walls_14_0\n  Weed_House3_walls_14_1\n  Weed_House3_walls_14_2\n  Weed_House3_walls_14_3\n  Weed_House3_walls_14_4\n  Weed_House3_walls_14_5\n  Weed_House3_walls_1_0\n  Weed_House3_walls_1_1\n  Weed_House3_walls_1_2\n  Weed_House3_walls_1_3\n  Weed_House3_walls_1_4\n  Weed_House3_walls_2_0\n  Weed_House3_walls_2_1\n  Weed_House3_walls_2_2\n  Weed_House3_walls_2_3\n  Weed_House3_walls_3_0\n  Weed_House3_walls_3_1\n  Weed_House3_walls_3_2\n  Weed_House3_walls_3_3\n  Weed_House3_walls_3_4\n  Weed_House3_walls_3_5\n  Weed_House3_walls_3_6\n  Weed_House3_walls_4_0\n  Weed_House3_walls_4_1\n  Weed_House3_walls_4_2\n  Weed_House3_walls_4_3\n  Weed_House3_walls_4_4\n  Weed_House3_walls_5_0\n  Weed_House3_walls_5_1\n  Weed_House3_walls_5_2\n  Weed_House3_walls_5_3\n  Weed_House3_walls_5_4\n  Weed_House3_walls_5_5\n  Weed_House3_walls_6_0\n  Weed_House3_walls_6_1\n  Weed_House3_walls_6_2\n  Weed_House3_walls_6_3\n  Weed_House3_walls_6_4\n  Weed_House3_walls_6_5\n  Weed_House3_walls_7_0\n  Weed_House3_walls_7_1\n  Weed_House3_walls_7_2\n  Weed_House3_walls_7_3\n  Weed_House3_walls_7_4\n  Weed_House3_walls_8_0\n  Weed_House3_walls_8_1\n  Weed_House3_walls_8_2\n  Weed_House3_walls_9_0\n  Weed_House3_walls_9_1\n  Weed_House3_walls_9_2\n  Weed_House3_walls_9_3\n  Weed_House3_walls_9_4\n  Weed_House4_walls_0_0\n  Weed_House4_walls_0_1\n  Weed_House4_walls_0_2\n  Weed_House4_walls_0_3\n  Weed_House4_walls_0_4\n  Weed_House4_walls_0_5\n  Weed_House4_walls_10_0\n  Weed_House4_walls_10_1\n  Weed_House4_walls_10_2\n  Weed_House4_walls_10_3\n  Weed_House4_walls_10_4\n  Weed_House4_walls_11_0\n  Weed_House4_walls_11_1\n  Weed_House4_walls_11_2\n  Weed_House4_walls_11_3\n  Weed_House4_walls_11_4\n  Weed_House4_walls_11_5\n  Weed_House4_walls_11_6\n  Weed_House4_walls_12_0\n  Weed_House4_walls_12_1\n  Weed_House4_walls_12_2\n  Weed_House4_walls_12_3\n  Weed_House4_walls_12_4\n  Weed_House4_walls_12_5\n  Weed_House4_walls_13_0\n  Weed_House4_walls_13_1\n  Weed_House4_walls_13_2\n  Weed_House4_walls_13_3\n  Weed_House4_walls_13_4\n  Weed_House4_walls_13_5\n  Weed_House4_walls_13_6\n  Weed_House4_walls_14_0\n  Weed_House4_walls_14_1\n  Weed_House4_walls_14_2\n  Weed_House4_walls_14_3\n  Weed_House4_walls_14_4\n  Weed_House4_walls_1_0\n  Weed_House4_walls_1_1\n  Weed_House4_walls_1_2\n  Weed_House4_walls_2_0\n  Weed_House4_walls_2_1\n  Weed_House4_walls_2_2\n  Weed_House4_walls_2_3\n  Weed_House4_walls_2_4\n  Weed_House4_walls_2_5\n  Weed_House4_walls_2_6\n  Weed_House4_walls_3_0\n  Weed_House4_walls_3_1\n  Weed_House4_walls_3_2\n  Weed_House4_walls_3_3\n  Weed_House4_walls_3_4\n  Weed_House4_walls_3_5\n  Weed_House4_walls_4_0\n  Weed_House4_walls_4_1\n  Weed_House4_walls_4_2\n  Weed_House4_walls_4_3\n  Weed_House4_walls_4_4\n  Weed_House4_walls_4_5\n  Weed_House4_walls_5_0\n  Weed_House4_walls_5_1\n  Weed_House4_walls_5_2\n  Weed_House4_walls_5_3\n  Weed_House4_walls_5_4\n  Weed_House4_walls_5_5\n  Weed_House4_walls_5_6\n  Weed_House4_walls_6_0\n  Weed_House4_walls_6_1\n  Weed_House4_walls_6_2\n  Weed_House4_walls_6_3\n  Weed_House4_walls_6_4\n  Weed_House4_walls_6_5\n  Weed_House4_walls_6_6\n  Weed_House4_walls_7_0\n  Weed_House4_walls_7_1\n  Weed_House4_walls_7_2\n  Weed_House4_walls_7_3\n  Weed_House4_walls_7_4\n  Weed_House4_walls_8_0\n  Weed_House4_walls_8_1\n  Weed_House4_walls_8_2\n  Weed_House4_walls_8_3\n  Weed_House4_walls_9_0\n  Weed_House4_walls_9_1\n  Weed_House4_walls_9_2\n  Weed_House4_walls_9_3\n  Weed_House4_walls_9_4\n  Weed_House5_walls_0_0\n  Weed_House5_walls_0_1\n  Weed_House5_walls_0_2\n  Weed_House5_walls_0_3\n  Weed_House5_walls_10_0\n  Weed_House5_walls_10_1\n  Weed_House5_walls_10_2\n  Weed_House5_walls_10_3\n  Weed_House5_walls_10_4\n  Weed_House5_walls_11_0\n  Weed_House5_walls_11_1\n  Weed_House5_walls_11_2\n  Weed_House5_walls_12_0\n  Weed_House5_walls_12_1\n  Weed_House5_walls_12_2\n  Weed_House5_walls_13_0\n  Weed_House5_walls_13_1\n  Weed_House5_walls_13_2\n  Weed_House5_walls_13_3\n  Weed_House5_walls_14_0\n  Weed_House5_walls_14_1\n  Weed_House5_walls_14_2\n  Weed_House5_walls_14_3\n  Weed_House5_walls_1_0\n  Weed_House5_walls_1_1\n  Weed_House5_walls_1_2\n  Weed_House5_walls_1_3\n  Weed_House5_walls_2_0\n  Weed_House5_walls_2_1\n  Weed_House5_walls_2_2\n  Weed_House5_walls_2_3\n  Weed_House5_walls_2_4\n  Weed_House5_walls_3_0\n  Weed_House5_walls_3_1\n  Weed_House5_walls_3_2\n  Weed_House5_walls_3_3\n  Weed_House5_walls_3_4\n  Weed_House5_walls_4_0\n  Weed_House5_walls_4_1\n  Weed_House5_walls_4_2\n  Weed_House5_walls_4_3\n  Weed_House5_walls_4_4\n  Weed_House5_walls_5_0\n  Weed_House5_walls_5_1\n  Weed_House5_walls_5_2\n  Weed_House5_walls_6_0\n  Weed_House5_walls_6_1\n  Weed_House5_walls_6_2\n  Weed_House5_walls_6_3\n  Weed_House5_walls_6_4\n  Weed_House5_walls_6_5\n  Weed_House5_walls_7_0\n  Weed_House5_walls_7_1\n  Weed_House5_walls_7_2\n  Weed_House5_walls_7_3\n  Weed_House5_walls_7_4\n  Weed_House5_walls_8_0\n  Weed_House5_walls_8_1\n  Weed_House5_walls_8_2\n  Weed_House5_walls_8_3\n  Weed_House5_walls_8_4\n  Weed_House5_walls_9_0\n  Weed_House5_walls_9_1\n  Weed_House5_walls_9_2\n  Weed_House5_walls_9_3\n  Weed_House5_walls_9_4\n\nWorld background: <bpy_collection[4], Nodes>\n"}], "tools": [{"type": "function", "function": {"name": "get_scene_info", "description": "Get detailed information about the current Blender scene\n\n    Parameters:\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\n    ", "parameters": {"properties": {"user_prompt": {"title": "User Prompt", "type": "string"}}, "required": ["user_prompt"], "title": "get_scene_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_object_info", "description": "\n    Get detailed information about a specific object in the Blender scene.\n\n    Parameters:\n    - object_name: The name of the object to get information about\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name"], "title": "get_object_infoArguments", "type": "object"}}}, {"type": "function", "function": {"name": "execute_blender_code", "description": "\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"code": {"title": "Code", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["code"], "title": "execute_blender_codeArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_categories", "description": "\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ", "parameters": {"properties": {"asset_type": {"default": "hdris", "title": "Asset Type", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_categoriesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_polyhaven_assets", "description": "\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ", "parameters": {"properties": {"asset_type": {"default": "all", "title": "Asset Type", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "search_polyhaven_assetsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_polyhaven_asset", "description": "\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"asset_id": {"title": "Asset Id", "type": "string"}, "asset_type": {"title": "Asset Type", "type": "string"}, "resolution": {"default": "1k", "title": "Resolution", "type": "string"}, "file_format": {"default": null, "title": "File Format", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["asset_id", "asset_type"], "title": "download_polyhaven_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "set_texture", "description": "\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"object_name": {"title": "Object Name", "type": "string"}, "texture_id": {"title": "Texture Id", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["object_name", "texture_id"], "title": "set_textureArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_polyhaven_status", "description": "\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_polyhaven_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hyper3d_status", "description": "\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hyper3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_status", "description": "\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_sketchfab_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "search_sketchfab_models", "description": "\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ", "parameters": {"properties": {"query": {"title": "Query", "type": "string"}, "categories": {"default": null, "title": "Categories", "type": "string"}, "count": {"default": 20, "title": "Count", "type": "integer"}, "downloadable": {"default": true, "title": "Downloadable", "type": "boolean"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["query"], "title": "search_sketchfab_modelsArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_sketchfab_model_preview", "description": "\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid"], "title": "get_sketchfab_model_previewArguments", "type": "object"}}}, {"type": "function", "function": {"name": "download_sketchfab_model", "description": "\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ", "parameters": {"properties": {"uid": {"title": "Uid", "type": "string"}, "target_size": {"title": "Target Size", "type": "number"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["uid", "target_size"], "title": "download_sketchfab_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_text", "description": "\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"text_prompt": {"title": "Text Prompt", "type": "string"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "required": ["text_prompt"], "title": "generate_hyper3d_model_via_textArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hyper3d_model_via_images", "description": "\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ", "parameters": {"properties": {"input_image_paths": {"default": null, "items": {"type": "string"}, "title": "Input Image Paths", "type": "array"}, "input_image_urls": {"default": null, "items": {"type": "string"}, "title": "Input Image Urls", "type": "array"}, "bbox_condition": {"default": null, "items": {"type": "number"}, "title": "Bbox Condition", "type": "array"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hyper3d_model_via_imagesArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_rodin_job_status", "description": "\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ", "parameters": {"properties": {"subscription_key": {"default": null, "title": "Subscription Key", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "title": "poll_rodin_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset", "description": "\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "task_uuid": {"default": null, "title": "Task Uuid", "type": "string"}, "request_id": {"default": null, "title": "Request Id", "type": "string"}}, "required": ["name"], "title": "import_generated_assetArguments", "type": "object"}}}, {"type": "function", "function": {"name": "get_hunyuan3d_status", "description": "\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ", "parameters": {"properties": {"user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "get_hunyuan3d_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "generate_hunyuan3d_model", "description": "\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ", "parameters": {"properties": {"text_prompt": {"default": null, "title": "Text Prompt", "type": "string"}, "input_image_url": {"default": null, "title": "Input Image Url", "type": "string"}, "user_prompt": {"default": "", "title": "User Prompt", "type": "string"}}, "title": "generate_hunyuan3d_modelArguments", "type": "object"}}}, {"type": "function", "function": {"name": "poll_hunyuan_job_status", "description": "\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ", "parameters": {"properties": {"job_id": {"default": null, "title": "Job Id", "type": "string"}}, "title": "poll_hunyuan_job_statusArguments", "type": "object"}}}, {"type": "function", "function": {"name": "import_generated_asset_hunyuan", "description": "\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ", "parameters": {"properties": {"name": {"title": "Name", "type": "string"}, "zip_file_url": {"title": "Zip File Url", "type": "string"}}, "required": ["name", "zip_file_url"], "title": "import_generated_asset_hunyuanArguments", "type": "object"}}}]}, "provider_attempts": [{"provider": "openrouter", "attempt": 1, "started_at": "2026-07-15T05:33:22.020131+00:00", "finished_at": "2026-07-15T05:33:39.658653+00:00", "duration_s": 17.64000000001397, "request": {"method": "POST", "url": "https://openrouter.ai/api/v1/chat/completions", "headers": {"host": "openrouter.ai", "accept": "*/*", "accept-encoding": "gzip, deflate", "connection": "keep-alive", "user-agent": "python-httpx/0.28.1", "authorization": "[REDACTED]", "content-length": "112601", "content-type": "application/json"}, "body": "{\"model\":\"z-ai/glm-5.2\",\"messages\":[{\"role\":\"system\",\"content\":\"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\\n\\nYour 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.\\n\\nComplete 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.\\n\\nThe 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.\\n\\n## Harness Instructions\\n\\nYou 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.\"},{\"role\":\"user\",\"content\":\"## Task\\n\\nComplete the following Blender task:\\n\\n<task>\\n\\nAn 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.\\n\\n</task>\"},{\"role\":\"assistant\",\"content\":\"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.\",\"tool_calls\":[{\"id\":\"chatcmpl-tool-978e3bcc04b68968\",\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"arguments\":\"{\\\"user_prompt\\\": \\\"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\\\"}\"}},{\"id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check PolyHaven availability for textures and HDRIs\\\"}\"}},{\"id\":\"chatcmpl-tool-a26cb5f68305b129\",\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"arguments\":\"{\\\"user_prompt\\\": \\\"Check Hyper3D availability\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-978e3bcc04b68968\",\"content\":\"{\\n  \\\"name\\\": \\\"Scene\\\",\\n  \\\"object_count\\\": 0,\\n  \\\"objects\\\": [],\\n  \\\"materials_count\\\": 2\\n}\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-b30c0f5fa94da880\",\"content\":\"PolyHaven integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use assets from Poly Haven' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"tool\",\"tool_call_id\":\"chatcmpl-tool-a26cb5f68305b129\",\"content\":\"Hyper3D Rodin integration is currently disabled. To enable it:\\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\\n                            3. Restart the connection to Claude\"},{\"role\":\"assistant\",\"content\":\"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.\",\"tool_calls\":[{\"id\":\"call_407340773f3d43b0a655f8f1\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    # Lower near center (village area) and raise at edges\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\ncolor_ramp.interpolation = 'LINEAR'\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_407340773f3d43b0a655f8f1\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_3b539f6860574a8a8ef5f964\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\n# Clear scene\\\\nbpy.ops.object.select_all(action='SELECT')\\\\nbpy.ops.object.delete(use_global=False)\\\\nfor mat in bpy.data.materials:\\\\n    bpy.data.materials.remove(mat)\\\\nfor mesh in bpy.data.meshes:\\\\n    bpy.data.meshes.remove(mesh)\\\\nfor curve in bpy.data.curves:\\\\n    bpy.data.curves.remove(curve)\\\\nfor cam in bpy.data.cameras:\\\\n    bpy.data.cameras.remove(cam)\\\\nfor light in bpy.data.lights:\\\\n    bpy.data.lights.remove(light)\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- GROUND ----\\\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\\\nground = bpy.context.active_object\\\\nground.name = \\\\\\\"Ground\\\\\\\"\\\\n\\\\n# Subdivide and displace for natural terrain\\\\nbpy.ops.object.mode_set(mode='EDIT')\\\\nbpy.ops.mesh.subdivide(number_cuts=30)\\\\nbpy.ops.object.mode_set(mode='OBJECT')\\\\n\\\\n# Displace vertices slightly for natural ground\\\\nfor v in ground.data.vertices:\\\\n    d = Vector((v.co.x, v.co.y, 0))\\\\n    dist = d.length\\\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\\\n             random.uniform(-0.03, 0.03))\\\\n    if dist > 20:\\\\n        v.co.z += noise + (dist - 20) * 0.05\\\\n    else:\\\\n        v.co.z += noise * 0.5\\\\n\\\\n# Ground material - earthy with moss patches\\\\nground_mat = bpy.data.materials.new(\\\\\\\"GroundMat\\\\\\\")\\\\nground_mat.use_nodes = True\\\\nnodes = ground_mat.node_tree.nodes\\\\nlinks = ground_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\ndiffuse = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise_tex = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\\\nnoise_tex.inputs['Scale'].default_value = 5.0\\\\nnoise_tex.inputs['Detail'].default_value = 8.0\\\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\\\n\\\\n# Color ramp: dark earth to mossy green\\\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\\\n\\\\ndiffuse.inputs['Roughness'].default_value = 0.9\\\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nground.data.materials.append(ground_mat)\\\\nprint(\\\\\\\"Ground created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create ground terrain for abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_3b539f6860574a8a8ef5f964\",\"content\":\"Code executed successfully: Ground created\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me create the houses with weathered walls and rusted metal roofs.\",\"tool_calls\":[{\"id\":\"call_8fd779217fcc4320ad7582eb\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- MATERIALS ----\\\\n\\\\n# Weathered wall material (old plaster/wood)\\\\nwall_mat = bpy.data.materials.new(\\\\\\\"WeatheredWall\\\\\\\")\\\\nwall_mat.use_nodes = True\\\\nnodes = wall_mat.node_tree.nodes\\\\nlinks = wall_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\nmix = nodes.new(\\\\\\\"ShaderNodeMixRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\\\nnoise1.inputs['Scale'].default_value = 15.0\\\\nnoise1.inputs['Detail'].default_value = 10.0\\\\nnoise2.inputs['Scale'].default_value = 3.0\\\\nnoise2.inputs['Detail'].default_value = 5.0\\\\n\\\\n# Faded plaster colors\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\\\n\\\\nmix.blend_type = 'MULTIPLY'\\\\nmix.inputs['Fac'].default_value = 0.5\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Rusted metal roof material\\\\nroof_mat = bpy.data.materials.new(\\\\\\\"RustedRoof\\\\\\\")\\\\nroof_mat.use_nodes = True\\\\nnodes = roof_mat.node_tree.nodes\\\\nlinks = roof_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise1 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nnoise2 = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\\\nnoise1.inputs['Scale'].default_value = 8.0\\\\nnoise1.inputs['Detail'].default_value = 12.0\\\\nnoise2.inputs['Scale'].default_value = 20.0\\\\nnoise2.inputs['Detail'].default_value = 8.0\\\\n\\\\n# Rust colors: dark brown, orange rust, reddish\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Add bump for roof\\\\nbump = nodes.new(\\\\\\\"ShaderNodeBump\\\\\\\")\\\\nbump.inputs['Strength'].default_value = 0.5\\\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\\\n\\\\n# Dark wood/dark interior material\\\\ndark_wood_mat = bpy.data.materials.new(\\\\\\\"DarkWood\\\\\\\")\\\\ndark_wood_mat.use_nodes = True\\\\nnodes = dark_wood_mat.node_tree.nodes\\\\nlinks = dark_wood_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create weathered wall, rusted roof, and dark wood materials\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_8fd779217fcc4320ad7582eb\",\"content\":\"Code executed successfully: Materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_feef8b4dac8240fa84e68ecd\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport bmesh\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector, Euler\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Get materials\\\\nwall_mat = bpy.data.materials[\\\\\\\"WeatheredWall\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\\\n    \\\\\\\"\\\\\\\"\\\\\\\"Create a weathered house with walls and a corrugated metal roof\\\\\\\"\\\\\\\"\\\\\\\"\\\\n    parts = []\\\\n    \\\\n    # Walls (4 walls + floor)\\\\n    # Front wall (with a door/window hole)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    wall = bpy.context.active_object\\\\n    wall.name = f\\\\\\\"{name}_walls\\\\\\\"\\\\n    wall.scale = (width/2, depth/2, height/2)\\\\n    wall.location = (location[0], location[1], location[2] + height/2)\\\\n    wall.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Edit mode to create door and window openings\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bm = bmesh.from_edit_mesh(wall.data)\\\\n    \\\\n    # Subdivide faces for cutting openings\\\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\\\n    bmesh.update_edit_mesh(wall.data)\\\\n    bpy.ops.mesh.select_all(action='DESELECT')\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Use boolean approach - create cutter objects\\\\n    # Door\\\\n    door_w = 1.0\\\\n    door_h = 2.0\\\\n    \\\\n    # Create cutter for door\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    door_cut = bpy.context.active_object\\\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\\\n    door_cut.location = door_loc\\\\n    door_cut.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Boolean cut door\\\\n    bpy.context.view_layer.objects.active = wall\\\\n    mod = wall.modifiers.new(\\\\\\\"DoorCut\\\\\\\", 'BOOLEAN')\\\\n    mod.operation = 'DIFFERENCE'\\\\n    mod.object = door_cut\\\\n    bpy.ops.object.modifier_apply(modifier=\\\\\\\"DoorCut\\\\\\\")\\\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\\\n    \\\\n    # Window cutouts (front and one side)\\\\n    win_w = 1.2\\\\n    win_h = 1.0\\\\n    win_z = height * 0.6\\\\n    \\\\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n        win_cut = bpy.context.active_object\\\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\\\n        # Rotate offset relative to house\\\\n        cos_r = math.cos(rotation)\\\\n        sin_r = math.sin(rotation)\\\\n        rx = offset_x * cos_r - offset_y * sin_r\\\\n        ry = offset_x * sin_r + offset_y * cos_r\\\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\\\n        win_cut.rotation_euler = (0, 0, rotation)\\\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n        \\\\n        bpy.context.view_layer.objects.active = wall\\\\n        mod = wall.modifiers.new(\\\\\\\"WinCut\\\\\\\", 'BOOLEAN')\\\\n        mod.operation = 'DIFFERENCE'\\\\n        mod.object = win_cut\\\\n        bpy.ops.object.modifier_apply(modifier=\\\\\\\"WinCut\\\\\\\")\\\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\\\n    \\\\n    # Add wall material\\\\n    wall.data.materials.append(wall_mat)\\\\n    parts.append(wall)\\\\n    \\\\n    # Roof - corrugated metal, gabled\\\\n    # Create a triangular prism roof\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\\\n    roof = bpy.context.active_object\\\\n    roof.name = f\\\\\\\"{name}_roof\\\\\\\"\\\\n    \\\\n    # Build roof as a prism\\\\n    bm = bmesh.new()\\\\n    # Create a gable roof shape\\\\n    w_half = width/2 + 0.4\\\\n    d_half = depth/2 + 0.4\\\\n    rh = roof_height\\\\n    \\\\n    verts = [\\\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\\\n    ]\\\\n    \\\\n    # Faces\\\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\\\n    \\\\n    bm.to_mesh(roof.data)\\\\n    bm.free()\\\\n    \\\\n    roof.location = (location[0], location[1], location[2] + height)\\\\n    roof.rotation_euler = (0, 0, rotation)\\\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\\\n    \\\\n    # Add subdivisions to roof for corrugation effect\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.select_all(action='SELECT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Corrugate the roof - displace along Z based on position\\\\n    for v in roof.data.vertices:\\\\n        # Only corrugate roof surface verts (top-facing)\\\\n        local_pos = v.co.copy()\\\\n        # Corrugation along the width\\\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\\\n    \\\\n    roof.data.materials.append(roof_mat)\\\\n    # Shade smooth for roof\\\\n    bpy.ops.object.shade_smooth()\\\\n    parts.append(roof)\\\\n    \\\\n    return parts\\\\n\\\\n# Create 5 houses arranged in a loose village layout\\\\nhouse_configs = [\\\\n    (\\\\\\\"House1\\\\\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\\\n    (\\\\\\\"House2\\\\\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\\\n    (\\\\\\\"House3\\\\\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\\\n    (\\\\\\\"House4\\\\\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\\\n    (\\\\\\\"House5\\\\\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\\\n]\\\\n\\\\nall_house_parts = []\\\\nfor config in house_configs:\\\\n    parts = create_house(*config)\\\\n    all_house_parts.extend(parts)\\\\n\\\\nprint(f\\\\\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create 5 weathered houses with walls and corrugated rusted metal roofs\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_feef8b4dac8240fa84e68ecd\",\"content\":\"Code executed successfully: Created 10 house parts for 5 houses\\n\"},{\"role\":\"assistant\",\"content\":\"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.\",\"tool_calls\":[{\"id\":\"call_c7fc5562b33b44dc8d07626a\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- FOLIAGE MATERIALS ----\\\\n\\\\n# Grass material\\\\ngrass_mat = bpy.data.materials.new(\\\\\\\"Grass\\\\\\\")\\\\ngrass_mat.use_nodes = True\\\\nnodes = grass_mat.node_tree.nodes\\\\nlinks = grass_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\nmapping = nodes.new(\\\\\\\"ShaderNodeMapping\\\\\\\")\\\\ntex_coord = nodes.new(\\\\\\\"ShaderNodeTexCoord\\\\\\\")\\\\n\\\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\\\nnoise.inputs['Scale'].default_value = 10.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\\\n\\\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Ivy/Vine material - darker green\\\\nvine_mat = bpy.data.materials.new(\\\\\\\"Vine\\\\\\\")\\\\nvine_mat.use_nodes = True\\\\nnodes = vine_mat.node_tree.nodes\\\\nlinks = vine_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 5.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.85\\\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Moss material\\\\nmoss_mat = bpy.data.materials.new(\\\\\\\"Moss\\\\\\\")\\\\nmoss_mat.use_nodes = True\\\\nnodes = moss_mat.node_tree.nodes\\\\nlinks = moss_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 15.0\\\\nnoise.inputs['Detail'].default_value = 10.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\\\nramp2.color = (0.15, 0.2, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Tree/bush trunk material\\\\nbark_mat = bpy.data.materials.new(\\\\\\\"Bark\\\\\\\")\\\\nbark_mat.use_nodes = True\\\\nnodes = bark_mat.node_tree.nodes\\\\nlinks = bark_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 12.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Leaf material\\\\nleaf_mat = bpy.data.materials.new(\\\\\\\"Leaf\\\\\\\")\\\\nleaf_mat.use_nodes = True\\\\nnodes = leaf_mat.node_tree.nodes\\\\nlinks = leaf_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 6.0\\\\nnoise.inputs['Detail'].default_value = 4.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\\\nramp2.color = (0.1, 0.2, 0.04, 1)\\\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.8\\\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\nprint(\\\\\\\"Foliage materials created\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create foliage materials: grass, vine, moss, bark, leaf\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c7fc5562b33b44dc8d07626a\",\"content\":\"Code executed successfully: Foliage materials created\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_67160c8699d94d999d9fac7f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\\\n# Create scattered grass patches around the village\\\\nfor i in range(40):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    # Skip if too close to center houses area\\\\n    dist_from_center = math.sqrt(x*x + y*y)\\\\n    if dist_from_center < 3:\\\\n        continue\\\\n    \\\\n    size = random.uniform(2, 6)\\\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\\\n    patch = bpy.context.active_object\\\\n    patch.name = f\\\\\\\"GrassPatch_{i}\\\\\\\"\\\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n    \\\\n    # Subdivide\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    \\\\n    # Displace for tufty grass\\\\n    for v in patch.data.vertices:\\\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\\\n    \\\\n    # Random scale variation\\\\n    s = random.uniform(0.7, 1.3)\\\\n    patch.scale = (s, s, s)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    \\\\n    patch.data.materials.append(grass_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created grass patches\\\\\\\")\\\\n\\\\n# ---- MOSS ON ROOFS ----\\\\n# Add moss patches on top of roof objects\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower()]\\\\nfor roof in roof_objects:\\\\n    # Get bounding box\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a few moss patches on the roof\\\\n    for j in range(5):\\\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\\\n        moss_size = random.uniform(0.5, 1.5)\\\\n        \\\\n        # Position moss on top of roof\\\\n        z = max_z + 0.02\\\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\\\n            location=(center.x + offset_x, center.y + offset_y, z))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"Moss_{roof.name}_{j}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        \\\\n        # Slight curve to follow roof\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.08)\\\\n        \\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(f\\\\\\\"Created moss patches on roofs\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create grass patches and moss on rooftops\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_67160c8699d94d999d9fac7f\",\"content\":\"Code executed successfully: Created grass patches\\nCreated moss patches on roofs\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b22359a3aef34cedbc9529ce\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# ---- VINES CREEPING UP WALLS ----\\\\n# Create vine curves on house walls\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nvine_count = 0\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines per house\\\\n    num_vines = random.randint(3, 5)\\\\n    for v_idx in range(num_vines):\\\\n        # Pick a wall side\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        \\\\n        if side == 'front':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = min_y\\\\n            z_start = min_z\\\\n        elif side == 'back':\\\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            y = max_y\\\\n            z_start = min_z\\\\n        elif side == 'left':\\\\n            x = min_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        else:\\\\n            x = max_x\\\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n            z_start = min_z\\\\n        \\\\n        # Vine height (random, some reach the top)\\\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\\\n        \\\\n        # Create vine as a curve\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"VineCurve_{vine_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = max(5, int(vine_height / 0.3))\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_start + t * vine_height\\\\n            # Slight horizontal wandering\\\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                px = x + wander\\\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\\\n            else:\\\\n                px = x + (0.05 if side == 'right' else -0.05)\\\\n                py = y + wander\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.1, py, z)\\\\n            pt.handle_right = (px + 0.1, py, z)\\\\n        \\\\n        # Set curve to have bevel for thickness\\\\n        curve_data.bevel_depth = 0.02\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"Vine_{vine_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Add small leaves along vine\\\\n        num_leaves = int(vine_height * 3)\\\\n        for l in range(num_leaves):\\\\n            t = (l + 1) / (num_leaves + 1)\\\\n            lz = z_start + t * vine_height\\\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\\\n            if side in ['front', 'back']:\\\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\\\n            else:\\\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"VineLeaf_{vine_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_count} vines on walls\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines creeping up walls with leaves\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b22359a3aef34cedbc9529ce\",\"content\":\"Code executed successfully: Created 21 vines on walls\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_97ddc40855ca41fdb60891dc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\nmoss_mat = bpy.data.materials[\\\\\\\"Moss\\\\\\\"]\\\\n\\\\n# ---- BUSHES AND SHRUBS ----\\\\n# Scattered around the village\\\\nfor i in range(25):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    # Avoid center\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        x += 3 * (1 if x > 0 else -1)\\\\n        y += 3 * (1 if y > 0 else -1)\\\\n    \\\\n    # Bush: cluster of icospheres\\\\n    bush_size = random.uniform(0.5, 1.5)\\\\n    num_lumps = random.randint(3, 7)\\\\n    for j in range(num_lumps):\\\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\\\n        oz = random.uniform(0, bush_size * 0.3)\\\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\\\n            location=(x + ox, y + oy, oz))\\\\n        lump = bpy.context.active_object\\\\n        lump.name = f\\\\\\\"Bush_{i}_{j}\\\\\\\"\\\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        lump.data.materials.append(leaf_mat)\\\\n\\\\nprint(\\\\\\\"Created bushes\\\\\\\")\\\\n\\\\n# ---- TREES (a few larger ones) ----\\\\ntree_positions = [\\\\n    (-14, -10, 0),\\\\n    (12, -8, 0),\\\\n    (-16, 10, 0),\\\\n    (15, 12, 0),\\\\n    (-2, -14, 0),\\\\n    (18, 0, 0),\\\\n]\\\\n\\\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\\\n    trunk_h = random.uniform(3, 5)\\\\n    trunk_r = random.uniform(0.15, 0.25)\\\\n    \\\\n    # Trunk\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\\\n        location=(tx, ty, tz + trunk_h/2))\\\\n    trunk = bpy.context.active_object\\\\n    trunk.name = f\\\\\\\"TreeTrunk_{t_idx}\\\\\\\"\\\\n    bpy.ops.object.shade_smooth()\\\\n    trunk.data.materials.append(bark_mat)\\\\n    \\\\n    # Crown - multiple icospheres\\\\n    crown_size = random.uniform(1.5, 2.5)\\\\n    num_crown = random.randint(5, 10)\\\\n    for c in range(num_crown):\\\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\\\n        \\\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\\\n        crown = bpy.context.active_object\\\\n        crown.name = f\\\\\\\"TreeCrown_{t_idx}_{c}\\\\\\\"\\\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\\\n        bpy.ops.object.transform_apply(scale=True)\\\\n        bpy.ops.object.shade_smooth()\\\\n        crown.data.materials.append(leaf_mat)\\\\n\\\\nprint(f\\\\\\\"Created {len(tree_positions)} trees\\\\\\\")\\\\n\\\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\\\nfor hx, hy in house_positions:\\\\n    for m in range(8):\\\\n        angle = random.uniform(0, 2 * math.pi)\\\\n        dist = random.uniform(1, 4)\\\\n        mx = hx + math.cos(angle) * dist\\\\n        my = hy + math.sin(angle) * dist\\\\n        ms = random.uniform(0.5, 2.0)\\\\n        \\\\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\\\n        moss = bpy.context.active_object\\\\n        moss.name = f\\\\\\\"GroundMoss_{hx}_{hy}_{m}\\\\\\\"\\\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\\\n        bpy.ops.object.mode_set(mode='EDIT')\\\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\\\n        bpy.ops.object.mode_set(mode='OBJECT')\\\\n        for v in moss.data.vertices:\\\\n            v.co.z += random.uniform(0, 0.05)\\\\n        moss.data.materials.append(moss_mat)\\\\n        bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created ground moss near houses\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create bushes, trees, and ground moss near houses\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_97ddc40855ca41fdb60891dc\",\"content\":\"Code executed successfully: Created bushes\\nCreated 6 trees\\nCreated ground moss near houses\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f518f9cd20843e99d83efdf\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\\\n# Add dark planes behind window openings to simulate dark interiors\\\\ndark_wood_mat = bpy.data.materials[\\\\\\\"DarkWood\\\\\\\"]\\\\n\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Add a dark interior plane\\\\n    # Get the house name prefix\\\\n    house_name = wall.name.replace(\\\\\\\"_walls\\\\\\\", \\\\\\\"\\\\\\\")\\\\n    \\\\n    # Create a smaller box inside to represent dark interior\\\\n    interior_size = 0.8\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\\\n    interior = bpy.context.active_object\\\\n    interior.name = f\\\\\\\"{house_name}_interior\\\\\\\"\\\\n    # Scale to be slightly smaller than the house\\\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\\\n    h = max_z - min_z\\\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\\\n    bpy.ops.object.transform_apply(scale=True)\\\\n    interior.data.materials.append(dark_wood_mat)\\\\n\\\\nprint(\\\\\\\"Created dark interiors for houses\\\\\\\")\\\\n\\\\n# ---- DEBRIS/ROCKS scattered around ----\\\\nrock_mat = bpy.data.materials.new(\\\\\\\"Rock\\\\\\\")\\\\nrock_mat.use_nodes = True\\\\nnodes = rock_mat.node_tree.nodes\\\\nlinks = rock_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 5.0\\\\nnoise.inputs['Detail'].default_value = 8.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.9\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Scatter rocks\\\\nfor i in range(30):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 2:\\\\n        continue\\\\n    r = random.uniform(0.1, 0.4)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\\\n    rock = bpy.context.active_object\\\\n    rock.name = f\\\\\\\"Rock_{i}\\\\\\\"\\\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    rock.data.materials.append(rock_mat)\\\\n\\\\nprint(\\\\\\\"Created rocks and debris\\\\\\\")\\\\n\\\\n# ---- BROKEN FENCE ----\\\\nfence_mat = bpy.data.materials.new(\\\\\\\"FenceWood\\\\\\\")\\\\nfence_mat.use_nodes = True\\\\nnodes = fence_mat.node_tree.nodes\\\\nlinks = fence_mat.node_tree.links\\\\nnodes.clear()\\\\n\\\\noutput = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\nbsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\nnoise = nodes.new(\\\\\\\"ShaderNodeTexNoise\\\\\\\")\\\\ncolor_ramp = nodes.new(\\\\\\\"ShaderNodeValToRGB\\\\\\\")\\\\n\\\\nnoise.inputs['Scale'].default_value = 8.0\\\\nnoise.inputs['Detail'].default_value = 6.0\\\\n\\\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\\\n\\\\nbsdf.inputs['Roughness'].default_value = 0.95\\\\n\\\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n\\\\n# Create broken fence posts along one edge\\\\nfence_y = -15\\\\nfor i in range(15):\\\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\\\n    if random.random() < 0.3:  # Some posts missing/broken\\\\n        continue\\\\n    \\\\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\\\n    post = bpy.context.active_object\\\\n    post.name = f\\\\\\\"FencePost_{i}\\\\\\\"\\\\n    post.scale = (0.08, 0.08, h)\\\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    post.data.materials.append(fence_mat)\\\\n\\\\n# Horizontal rails (some broken)\\\\nfor rail_idx in range(2):\\\\n    rail_z = 0.3 + rail_idx * 0.5\\\\n    for seg in range(7):\\\\n        x_start = -18 + seg * 5\\\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\\\n        if random.random() < 0.25:  # Some rails missing\\\\n            continue\\\\n        mid_x = (x_start + x_end) / 2\\\\n        length = x_end - x_start\\\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\\\n        rail = bpy.context.active_object\\\\n        rail.name = f\\\\\\\"FenceRail_{rail_idx}_{seg}\\\\\\\"\\\\n        rail.scale = (length/2, 0.06, 0.04)\\\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n        rail.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created broken fence\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create dark interiors, rocks/debris, and broken fence\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f518f9cd20843e99d83efdf\",\"content\":\"Code executed successfully: Created dark interiors for houses\\nCreated rocks and debris\\nCreated broken fence\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5f14664368e6449f99124ae0\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- VINES ON ROOFS ----\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\nroof_objects = [obj for obj in bpy.data.objects if \\\\\\\"roof\\\\\\\" in obj.name.lower() and \\\\\\\"moss\\\\\\\" not in obj.name.lower()]\\\\nvine_on_roof_count = 0\\\\n\\\\nfor roof in roof_objects:\\\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    max_z = max(v.z for v in bbox)\\\\n    \\\\n    # Create 3-4 vines draping over roof edges\\\\n    for v_idx in range(4):\\\\n        # Pick a side\\\\n        side = random.choice([0, 1, 2, 3])\\\\n        cx = center.x\\\\n        cy = center.y\\\\n        if side == 0:  # front edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = min(v.y for v in bbox) - 0.2\\\\n        elif side == 1:  # back edge\\\\n            x = cx + random.uniform(-1, 1)\\\\n            y = max(v.y for v in bbox) + 0.2\\\\n        elif side == 2:  # left edge\\\\n            x = min(v.x for v in bbox) - 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        else:\\\\n            x = max(v.x for v in bbox) + 0.2\\\\n            y = cy + random.uniform(-1, 1)\\\\n        \\\\n        # Vine curve draping from roof\\\\n        curve_data = bpy.data.curves.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", type='CURVE')\\\\n        curve_data.dimensions = '3D'\\\\n        curve_data.resolution_u = 4\\\\n        \\\\n        spline = curve_data.splines.new('BEZIER')\\\\n        num_points = 8\\\\n        spline.bezier_points.add(num_points - 1)\\\\n        \\\\n        z_top = max_z - 0.1\\\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\\\n        \\\\n        for i in range(num_points):\\\\n            t = i / (num_points - 1)\\\\n            z = z_top + (z_bottom - z_top) * t\\\\n            # Drape outward as it goes down\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y - drape\\\\n            elif side == 1:\\\\n                px = x + math.sin(t * 5) * 0.1\\\\n                py = y + drape\\\\n            elif side == 2:\\\\n                px = x - drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            else:\\\\n                px = x + drape\\\\n                py = y + math.sin(t * 5) * 0.1\\\\n            \\\\n            pt = spline.bezier_points[i]\\\\n            pt.co = (px, py, z)\\\\n            pt.handle_left = (px - 0.05, py, z)\\\\n            pt.handle_right = (px + 0.05, py, z)\\\\n        \\\\n        curve_data.bevel_depth = 0.015\\\\n        curve_data.bevel_resolution = 2\\\\n        \\\\n        vine_obj = bpy.data.objects.new(f\\\\\\\"RoofVine_{vine_on_roof_count}\\\\\\\", curve_data)\\\\n        bpy.context.collection.objects.link(vine_obj)\\\\n        vine_obj.data.materials.append(vine_mat)\\\\n        \\\\n        # Small leaves along\\\\n        for l in range(6):\\\\n            t = (l + 1) / 7\\\\n            lz = z_top + (z_bottom - z_top) * t\\\\n            drape = t * 0.3\\\\n            if side == 0:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 1:\\\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\\\n            elif side == 2:\\\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            else:\\\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\\\n            \\\\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\\\n            leaf = bpy.context.active_object\\\\n            leaf.name = f\\\\\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\\\\\"\\\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n            leaf.data.materials.append(vine_mat)\\\\n        \\\\n        vine_on_roof_count += 1\\\\n\\\\nprint(f\\\\\\\"Created {vine_on_roof_count} vines draping from roofs\\\\\\\")\\\\n\\\\n# ---- GRASS TUFTS (individual blade clusters) ----\\\\n# Use particle-like approach with simple geometry\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\n\\\\nfor i in range(60):\\\\n    x = random.uniform(-22, 22)\\\\n    y = random.uniform(-22, 22)\\\\n    if math.sqrt(x*x + y*y) < 1:\\\\n        continue\\\\n    \\\\n    # Create a small grass tuft as a cluster of thin cones\\\\n    for j in range(random.randint(5, 12)):\\\\n        ox = random.uniform(-0.15, 0.15)\\\\n        oy = random.uniform(-0.15, 0.15)\\\\n        h = random.uniform(0.1, 0.35)\\\\n        r = random.uniform(0.01, 0.02)\\\\n        \\\\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n            location=(x + ox, y + oy, h/2))\\\\n        blade = bpy.context.active_object\\\\n        blade.name = f\\\\\\\"GrassBlade_{i}_{j}\\\\\\\"\\\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n        bpy.ops.object.transform_apply(rotation=True)\\\\n        blade.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created grass tufts\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Create vines draping from roofs and individual grass tufts\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5f14664368e6449f99124ae0\",\"content\":\"Code executed successfully: Created 20 vines draping from roofs\\nCreated grass tufts\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_c5f8ec1a627a4435aae02061\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# ---- CAMERA ----\\\\n# Remove existing cameras\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'CAMERA':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\\\ncam = bpy.context.active_object\\\\ncam.name = \\\\\\\"MainCamera\\\\\\\"\\\\n\\\\n# Aim at center of village\\\\ntarget = Vector((0, 0, 2))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 28  # wider lens for more environmental feel\\\\ncam.data.sensor_width = 36\\\\n\\\\nbpy.context.scene.camera = cam\\\\n\\\\n# ---- LIGHTING ----\\\\n# Remove existing lights\\\\nfor obj in bpy.data.objects:\\\\n    if obj.type == 'LIGHT':\\\\n        bpy.data.objects.remove(obj, do_unlink=True)\\\\n\\\\n# Key light: warm low sun\\\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\\\nkey = bpy.context.active_object\\\\nkey.name = \\\\\\\"KeyLight\\\\\\\"\\\\nkey.data.energy = 2.5\\\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\\\n\\\\n# Fill light: soft cool sky\\\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\\\nfill = bpy.context.active_object\\\\nfill.name = \\\\\\\"FillLight\\\\\\\"\\\\nfill.data.energy = 0.8\\\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\\\n\\\\n# Ambient via world settings\\\\nworld = bpy.context.scene.world\\\\nif world is None:\\\\n    world = bpy.data.worlds.new(\\\\\\\"World\\\\\\\")\\\\n    bpy.context.scene.world = world\\\\n\\\\nworld.use_nodes = True\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\nwnodes.clear()\\\\n\\\\nwoutput = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nwbg = wnodes.new(\\\\\\\"ShaderNodeBackground\\\\\\\")\\\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\\\nwbg.inputs['Strength'].default_value = 0.5\\\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\\\n\\\\n# ---- RENDER SETTINGS ----\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\n\\\\n# Color management\\\\nscene.view_settings.exposure = -0.3\\\\nscene.view_settings.gamma = 1.0\\\\n\\\\nprint(\\\\\\\"Camera and lighting set up\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Set up camera and lighting for the abandoned village scene\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_c5f8ec1a627a4435aae02061\",\"content\":\"Code executed successfully: Camera and lighting set up\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e3a306417cd746afb68b450c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\n\\\\n# ---- FOG/ATMOSPHERE ----\\\\n# Add a subtle volumetric fog for atmosphere\\\\nworld = bpy.context.scene.world\\\\nwnodes = world.node_tree.nodes\\\\nwlinks = world.node_tree.links\\\\n\\\\n# Add volume to world\\\\nvol_output = wnodes.new(\\\\\\\"ShaderNodeOutputWorld\\\\\\\")\\\\nvol_scatter = wnodes.new(\\\\\\\"ShaderNodeVolumeScatter\\\\\\\")\\\\nvol_scatter.inputs['Density'].default_value = 0.015\\\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\\\n\\\\nprint(\\\\\\\"Added atmospheric fog\\\\\\\")\\\\n\\\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\\\nimport random\\\\nrandom.seed(42)\\\\n\\\\nfence_mat = bpy.data.materials[\\\\\\\"FenceWood\\\\\\\"]\\\\n\\\\nfor i in range(15):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        continue\\\\n    \\\\n    length = random.uniform(0.5, 2.0)\\\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\\\n    plank = bpy.context.active_object\\\\n    plank.name = f\\\\\\\"Plank_{i}\\\\\\\"\\\\n    plank.scale = (length/2, 0.06, 0.03)\\\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    plank.data.materials.append(fence_mat)\\\\n\\\\nprint(\\\\\\\"Created scattered planks\\\\\\\")\\\\n\\\\n# Verify scene\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Total objects in scene: {obj_count}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\\\\\")\\\\nprint(f\\\\\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add atmospheric fog and scattered planks\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e3a306417cd746afb68b450c\",\"content\":\"Code executed successfully: Added atmospheric fog\\nCreated scattered planks\\nTotal objects in scene: 1103\\nCameras: 1\\nLights: 2\\nMeshes: 1059\\nCurves: 41\\n\"},{\"role\":\"assistant\",\"content\":\"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.\",\"tool_calls\":[{\"id\":\"call_1f36fbf372d748bba85d1360\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick low-res preview render to check composition\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\n# Render to file\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview.png\\\\\\\"\\\\nscene.render.image_settings.file_format = 'PNG'\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render a low-res preview to validate composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_1f36fbf372d748bba85d1360\",\"content\":\"Code executed successfully: Preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_851721df6eeb446385fb547e\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let's adjust the camera for a better composition\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Move camera slightly for a better angle - more elevated and showing depth\\\\ncam.location = (16, -18, 11)\\\\ntarget = Vector((-1, 0, 1.5))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\n\\\\ncam.data.lens = 24  # wider for more environmental feel\\\\n\\\\nprint(\\\\\\\"Camera adjusted\\\\\\\")\\\\n\\\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\\\nimport random\\\\nrandom.seed(123)\\\\n\\\\nbark_mat = bpy.data.materials[\\\\\\\"Bark\\\\\\\"]\\\\nleaf_mat = bpy.data.materials[\\\\\\\"Leaf\\\\\\\"]\\\\n\\\\n# Foreground dead tree (no leaves, just branches)\\\\nfx, fy, fz = 10, -14, 0\\\\ntrunk_h = 5\\\\ntrunk_r = 0.2\\\\n\\\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\\\n    location=(fx, fy, fz + trunk_h/2))\\\\ntrunk = bpy.context.active_object\\\\ntrunk.name = \\\\\\\"DeadTree_trunk\\\\\\\"\\\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\\\nbpy.ops.object.transform_apply(rotation=True)\\\\nbpy.ops.object.shade_smooth()\\\\ntrunk.data.materials.append(bark_mat)\\\\n\\\\n# Dead branches\\\\nfor b in range(8):\\\\n    bx = fx + random.uniform(-0.3, 0.3)\\\\n    by = fy + random.uniform(-0.3, 0.3)\\\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\\\n    bh = random.uniform(1.5, 3)\\\\n    br = 0.05\\\\n    \\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\\\n        location=(bx, by, bz + bh/2))\\\\n    branch = bpy.context.active_object\\\\n    branch.name = f\\\\\\\"DeadTree_branch_{b}\\\\\\\"\\\\n    # Tilt outward\\\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(rotation=True)\\\\n    bpy.ops.object.shade_smooth()\\\\n    branch.data.materials.append(bark_mat)\\\\n\\\\nprint(\\\\\\\"Added foreground dead tree\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Adjust camera and add foreground dead tree for depth\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_851721df6eeb446385fb547e\",\"content\":\"Code executed successfully: Camera adjusted\\nAdded foreground dead tree\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Quick preview again\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 512\\\\nscene.render.resolution_y = 512\\\\nscene.cycles.samples = 32\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview2.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 2 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render second preview to check updated composition\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_e0aa7f4d2f0b4b079d8c2bdc\",\"content\":\"Code executed successfully: Preview 2 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ed11eb78bc2e4ef983e9310c\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me add more detail: overgrown grass around house bases, and some \\\\n# weeds growing through windows\\\\nrandom.seed(42)\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nvine_mat = bpy.data.materials[\\\\\\\"Vine\\\\\\\"]\\\\n\\\\n# Grass/weeds growing through window openings\\\\nwall_objects = [obj for obj in bpy.data.objects if \\\\\\\"walls\\\\\\\" in obj.name.lower()]\\\\n\\\\nfor wall in wall_objects:\\\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\\\n    center = sum(bbox, Vector()) / len(bbox)\\\\n    min_y = min(v.y for v in bbox)\\\\n    max_y = max(v.y for v in bbox)\\\\n    min_x = min(v.x for v in bbox)\\\\n    max_x = max(v.x for v in bbox)\\\\n    min_z = min(v.z for v in bbox)\\\\n    \\\\n    # Weeds at the base of walls\\\\n    for w in range(15):\\\\n        side = random.choice(['front', 'back', 'left', 'right'])\\\\n        if side == 'front':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = min_y - 0.1\\\\n        elif side == 'back':\\\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\\\n            wy = max_y + 0.1\\\\n        elif side == 'left':\\\\n            wx = min_x - 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        else:\\\\n            wx = max_x + 0.1\\\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\\\n        \\\\n        # Small weed tufts at wall base\\\\n        for j in range(random.randint(3, 7)):\\\\n            ox = random.uniform(-0.15, 0.15)\\\\n            oy = random.uniform(-0.1, 0.1)\\\\n            h = random.uniform(0.1, 0.3)\\\\n            r = 0.012\\\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\\\n                location=(wx + ox, wy + oy, h/2))\\\\n            weed = bpy.context.active_object\\\\n            weed.name = f\\\\\\\"Weed_{wall.name}_{w}_{j}\\\\\\\"\\\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\\\n            bpy.ops.object.transform_apply(rotation=True)\\\\n            weed.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created weeds at wall bases\\\\\\\")\\\\n\\\\n# Reduce fog density slightly - it might be too heavy\\\\nworld = bpy.context.scene.world\\\\nfor node in world.node_tree.nodes:\\\\n    if node.name == \\\\\\\"Volume Scatter\\\\\\\":\\\\n        node.inputs['Density'].default_value = 0.008\\\\n        print(\\\\\\\"Adjusted fog density\\\\\\\")\\\\n\\\\n# Make sure render settings are correct for final\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.3\\\\n\\\\nprint(\\\\\\\"Final settings applied\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add weeds at wall bases and adjust fog and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ed11eb78bc2e4ef983e9310c\",\"content\":\"Code executed successfully: Created weeds at wall bases\\nAdjusted fog density\\nFinal settings applied\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ab78b7ab0348434eac048679\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview at higher quality\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final_preview.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final preview rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final high-quality preview\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ab78b7ab0348434eac048679\",\"content\":\"Code executed successfully: Final preview rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\n# Let's enhance the scene further with some additional details\\\\n\\\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    # Slightly bend the panel\\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Add wildflowers/flowers (small colored spheres)\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"Flower_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    # Small flower (tiny icosphere on a stem)\\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# 3. Enhance ground near houses with dirt paths\\\\nground_mat = bpy.data.materials[\\\\\\\"GroundMat\\\\\\\"]\\\\n\\\\n# Final scene stats\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels, wildflowers, and additional details\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_0a7e8daa1c8d4a5ba910f731\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_6526f6b795ef43b593714fad\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nimport random\\\\nfrom mathutils import Vector\\\\n\\\\nrandom.seed(42)\\\\n\\\\ngrass_mat = bpy.data.materials[\\\\\\\"Grass\\\\\\\"]\\\\nroof_mat = bpy.data.materials[\\\\\\\"RustedRoof\\\\\\\"]\\\\n\\\\n# 1. Fallen roof panels\\\\nfor i in range(8):\\\\n    x = random.uniform(-12, 12)\\\\n    y = random.uniform(-12, 12)\\\\n    if abs(x) < 2 and abs(y) < 2:\\\\n        x += 4\\\\n    \\\\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\\\n    panel = bpy.context.active_object\\\\n    panel.name = f\\\\\\\"FallenPanel_{i}\\\\\\\"\\\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\\\n    \\\\n    bpy.ops.object.mode_set(mode='EDIT')\\\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\\\n    bpy.ops.object.mode_set(mode='OBJECT')\\\\n    for v in panel.data.vertices:\\\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\\\n    \\\\n    panel.data.materials.append(roof_mat)\\\\n    bpy.ops.object.shade_smooth()\\\\n\\\\nprint(\\\\\\\"Created fallen roof panels\\\\\\\")\\\\n\\\\n# 2. Wildflowers\\\\nflower_colors = [\\\\n    (0.8, 0.6, 0.2, 1),  # yellow\\\\n    (0.7, 0.3, 0.3, 1),  # red\\\\n    (0.5, 0.4, 0.7, 1),  # purple\\\\n    (0.9, 0.8, 0.9, 1),  # white\\\\n]\\\\n\\\\nfor i in range(50):\\\\n    x = random.uniform(-20, 20)\\\\n    y = random.uniform(-20, 20)\\\\n    if math.sqrt(x*x + y*y) < 3:\\\\n        continue\\\\n    \\\\n    color = random.choice(flower_colors)\\\\n    flower_mat = bpy.data.materials.new(f\\\\\\\"FlowerMat_{i}\\\\\\\")\\\\n    flower_mat.use_nodes = True\\\\n    nodes = flower_mat.node_tree.nodes\\\\n    links = flower_mat.node_tree.links\\\\n    nodes.clear()\\\\n    \\\\n    output = nodes.new(\\\\\\\"ShaderNodeOutputMaterial\\\\\\\")\\\\n    bsdf = nodes.new(\\\\\\\"ShaderNodeBsdfPrincipled\\\\\\\")\\\\n    bsdf.inputs['Base Color'].default_value = color\\\\n    bsdf.inputs['Roughness'].default_value = 0.7\\\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\\\n    \\\\n    fz = random.uniform(0.1, 0.25)\\\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\\\n    flower = bpy.context.active_object\\\\n    flower.name = f\\\\\\\"Flower_{i}\\\\\\\"\\\\n    flower.data.materials.append(flower_mat)\\\\n    \\\\n    # Stem\\\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\\\n        location=(x, y, fz/2))\\\\n    stem = bpy.context.active_object\\\\n    stem.name = f\\\\\\\"FlowerStem_{i}\\\\\\\"\\\\n    stem.data.materials.append(grass_mat)\\\\n\\\\nprint(\\\\\\\"Created wildflowers\\\\\\\")\\\\n\\\\n# Final count\\\\nobj_count = len(bpy.data.objects)\\\\nprint(f\\\\\\\"Final total objects: {obj_count}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Add fallen roof panels and wildflowers\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_6526f6b795ef43b593714fad\",\"content\":\"Code executed successfully: Created fallen roof panels\\nCreated wildflowers\\nFinal total objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_2f62fdb469c845969444256f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final preview render\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 768\\\\nscene.render.resolution_y = 768\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_preview3.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Preview 3 rendered\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render preview 3 to check all additions\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_2f62fdb469c845969444256f\",\"content\":\"Code executed successfully: Preview 3 rendered\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_b7c80ad8c700470fb9020d3f\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\nimport math\\\\nfrom mathutils import Vector\\\\n\\\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\\\ncam = bpy.data.objects[\\\\\\\"MainCamera\\\\\\\"]\\\\n\\\\n# Position camera for a more immersive, slightly lower angle\\\\ncam.location = (15, -17, 8)\\\\ntarget = Vector((-1, 0, 1.8))\\\\ndirection = target - cam.location\\\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\\\ncam.rotation_euler = rot_quat.to_euler()\\\\ncam.data.lens = 26\\\\n\\\\n# Ensure final render settings\\\\nscene = bpy.context.scene\\\\nscene.render.engine = 'CYCLES'\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.render.film_transparent = False\\\\nscene.view_settings.view_transform = 'Filmic'\\\\nscene.view_settings.look = 'Medium High Contrast'\\\\nscene.view_settings.exposure = -0.2\\\\n\\\\n# Make sure save path is set\\\\nbpy.context.scene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\n\\\\nprint(\\\\\\\"Final setup complete\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {cam.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera rotation: {cam.rotation_euler}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Finalize camera angle and render settings\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b7c80ad8c700470fb9020d3f\",\"content\":\"Code executed successfully: Final setup complete\\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\\nRender engine: CYCLES\\nResolution: 1536x1536\\nSamples: 64\\nDenoising: True\\nView transform: Filmic\\nTotal objects: 1614\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_7b1e805ddd644698acb95961\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Do a final render at full resolution\\\\nscene = bpy.context.scene\\\\nscene.render.resolution_x = 1536\\\\nscene.render.resolution_y = 1536\\\\nscene.cycles.samples = 64\\\\nscene.cycles.use_denoising = True\\\\n\\\\nscene.render.filepath = \\\\\\\"/tmp/village_final.png\\\\\\\"\\\\nbpy.ops.render.render(write_still=True)\\\\nprint(\\\\\\\"Final render complete\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Render final full-quality image\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_7b1e805ddd644698acb95961\",\"content\":\"Code executed successfully: Final render complete\\n\"},{\"role\":\"assistant\",\"content\":\"The scene is complete. Let me verify everything is saved properly.\",\"tool_calls\":[{\"id\":\"call_9d0f072387ad44b29996495d\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene is saved\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Scene name: {scene.name}\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Exposure: {scene.view_settings.exposure}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\nprint(f\\\\\\\"Camera location: {scene.camera.location}\\\\\\\")\\\\nprint(f\\\\\\\"Camera lens: {scene.camera.data.lens}mm\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save the file\\\\nbpy.ops.wm.save_as_mainfile(filepath=\\\\\\\"/tmp/abandoned_village.blend\\\\\\\")\\\\nprint(\\\\\\\"\\\\\\\\nScene saved successfully!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_9d0f072387ad44b29996495d\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\\\\apps\\\\console\\\\tmp\\\\abandoned_village.blend@ for writing: No such file or directory\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_5380b438061440b5af59e32b\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Verify scene\\\\nscene = bpy.context.scene\\\\nprint(\\\\\\\"=== SCENE VERIFICATION ===\\\\\\\")\\\\nprint(f\\\\\\\"Render engine: {scene.render.engine}\\\\\\\")\\\\nprint(f\\\\\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Samples: {scene.cycles.samples}\\\\\\\")\\\\nprint(f\\\\\\\"Denoising: {scene.cycles.use_denoising}\\\\\\\")\\\\nprint(f\\\\\\\"View transform: {scene.view_settings.view_transform}\\\\\\\")\\\\nprint(f\\\\\\\"Camera: {scene.camera.name}\\\\\\\")\\\\n\\\\n# Count objects by type\\\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\\\nprint(f\\\\\\\"\\\\\\\\nMeshes: {len(meshes)}\\\\\\\")\\\\nprint(f\\\\\\\"Curves: {len(curves)}\\\\\\\")\\\\nprint(f\\\\\\\"Lights: {len(lights)}\\\\\\\")\\\\nprint(f\\\\\\\"Cameras: {len(cameras)}\\\\\\\")\\\\nprint(f\\\\\\\"Materials: {len(bpy.data.materials)}\\\\\\\")\\\\n\\\\n# Check key elements exist\\\\nhouses = [o for o in bpy.data.objects if \\\\\\\"walls\\\\\\\" in o.name.lower() or \\\\\\\"roof\\\\\\\" in o.name.lower()]\\\\nvines = [o for o in bpy.data.objects if \\\\\\\"vine\\\\\\\" in o.name.lower()]\\\\ngrass = [o for o in bpy.data.objects if \\\\\\\"grass\\\\\\\" in o.name.lower() or \\\\\\\"weed\\\\\\\" in o.name.lower()]\\\\ntrees = [o for o in bpy.data.objects if \\\\\\\"tree\\\\\\\" in o.name.lower() or \\\\\\\"crown\\\\\\\" in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses (walls+roofs): {len(houses)}\\\\\\\")\\\\nprint(f\\\\\\\"Vines: {len(vines)}\\\\\\\")\\\\nprint(f\\\\\\\"Grass/weeds: {len(grass)}\\\\\\\")\\\\nprint(f\\\\\\\"Trees: {len(trees)}\\\\\\\")\\\\n\\\\n# Save to default location\\\\nbpy.ops.wm.save_as_mainfile()\\\\nprint(\\\\\\\"\\\\\\\\nScene saved!\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Verify scene and save to default location\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_5380b438061440b5af59e32b\",\"content\":\"Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \\\"filepath\\\" property\\n\"},{\"role\":\"assistant\",\"content\":null,\"tool_calls\":[{\"id\":\"call_ecde1fe560d1480dbf1cb132\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Save to the working directory\\\\nimport os\\\\nsave_path = os.path.join(os.getcwd(), \\\\\\\"abandoned_village.blend\\\\\\\")\\\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\\\nprint(f\\\\\\\"Scene saved to: {save_path}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Save scene file\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_ecde1fe560d1480dbf1cb132\",\"content\":\"Code executed successfully: Info: Saved as \\\"abandoned_village.blend\\\"\\nScene saved to: <repo>\\\\apps\\\\console\\\\abandoned_village.blend\\n\"},{\"role\":\"assistant\",\"content\":\"The scene is complete and saved. Let me verify the final render was produced correctly by doing a quick check.\",\"tool_calls\":[{\"id\":\"call_b735738ef5be4800b1895891\",\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"arguments\":\"{\\\"code\\\": \\\"\\\\nimport bpy\\\\n\\\\n# Final verification - list all key scene elements\\\\nprint(\\\\\\\"=== FINAL SCENE SUMMARY ===\\\\\\\")\\\\nprint(f\\\\\\\"Total objects: {len(bpy.data.objects)}\\\\\\\")\\\\nprint(f\\\\\\\"Total materials: {len(bpy.data.materials)}\\\\\\\")\\\\nprint(f\\\\\\\"\\\\\\\\nLights:\\\\\\\")\\\\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\\\\n    print(f\\\\\\\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\\\\\\\")\\\\nprint(f\\\\\\\"\\\\\\\\nCamera: {bpy.context.scene.camera.name}\\\\\\\")\\\\nprint(f\\\\\\\"  Location: {bpy.context.scene.camera.location}\\\\\\\")\\\\nprint(f\\\\\\\"  Lens: {bpy.context.scene.camera.data.lens}mm\\\\\\\")\\\\nprint(f\\\\\\\"\\\\\\\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\\\\\")\\\\nprint(f\\\\\\\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\\\\\\\")\\\\n\\\\n# Key scene elements\\\\nhouse_walls = [o for o in bpy.data.objects if \\\\\\\"_walls\\\\\\\" in o.name]\\\\nhouse_roofs = [o for o in bpy.data.objects if \\\\\\\"_roof\\\\\\\" in o.name and \\\\\\\"moss\\\\\\\" not in o.name.lower()]\\\\nprint(f\\\\\\\"\\\\\\\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\\\\\\\")\\\\nfor h in house_walls:\\\\n    print(f\\\\\\\"  {h.name}\\\\\\\")\\\\n    \\\\nprint(f\\\\\\\"\\\\\\\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\\\\\\\")\\\\n\\\", \\\"user_prompt\\\": \\\"Final scene verification\\\"}\"}}]},{\"role\":\"tool\",\"tool_call_id\":\"call_b735738ef5be4800b1895891\",\"content\":\"Code executed successfully: === FINAL SCENE SUMMARY ===\\nTotal objects: 1614\\nTotal materials: 62\\n\\nLights:\\n  FillLight: type=SUN, energy=0.800000011920929, color=<Color (r=0.5000, g=0.6000, b=0.8000)>\\n  KeyLight: type=SUN, energy=2.5, color=<Color (r=1.0000, g=0.8500, b=0.6000)>\\n\\nCamera: MainCamera\\n  Location: <Vector (15.0000, -17.0000, 8.0000)>\\n  Lens: 26.0mm\\n\\nRender: CYCLES, 1536x1536\\nCycles: 64 samples, denoising=True\\n\\nHouses: 389 (walls), 5 (roofs)\\n  House1_walls\\n  House2_walls\\n  House3_walls\\n  House4_walls\\n  House5_walls\\n  Weed_House1_walls_0_0\\n  Weed_House1_walls_0_1\\n  Weed_House1_walls_0_2\\n  Weed_House1_walls_0_3\\n  Weed_House1_walls_0_4\\n  Weed_House1_walls_10_0\\n  Weed_House1_walls_10_1\\n  Weed_House1_walls_10_2\\n  Weed_House1_walls_10_3\\n  Weed_House1_walls_10_4\\n  Weed_House1_walls_11_0\\n  Weed_House1_walls_11_1\\n  Weed_House1_walls_11_2\\n  Weed_House1_walls_11_3\\n  Weed_House1_walls_11_4\\n  Weed_House1_walls_11_5\\n  Weed_House1_walls_11_6\\n  Weed_House1_walls_12_0\\n  Weed_House1_walls_12_1\\n  Weed_House1_walls_12_2\\n  Weed_House1_walls_12_3\\n  Weed_House1_walls_13_0\\n  Weed_House1_walls_13_1\\n  Weed_House1_walls_13_2\\n  Weed_House1_walls_13_3\\n  Weed_House1_walls_14_0\\n  Weed_House1_walls_14_1\\n  Weed_House1_walls_14_2\\n  Weed_House1_walls_14_3\\n  Weed_House1_walls_14_4\\n  Weed_House1_walls_1_0\\n  Weed_House1_walls_1_1\\n  Weed_House1_walls_1_2\\n  Weed_House1_walls_1_3\\n  Weed_House1_walls_1_4\\n  Weed_House1_walls_1_5\\n  Weed_House1_walls_2_0\\n  Weed_House1_walls_2_1\\n  Weed_House1_walls_2_2\\n  Weed_House1_walls_2_3\\n  Weed_House1_walls_2_4\\n  Weed_House1_walls_2_5\\n  Weed_House1_walls_3_0\\n  Weed_House1_walls_3_1\\n  Weed_House1_walls_3_2\\n  Weed_House1_walls_3_3\\n  Weed_House1_walls_4_0\\n  Weed_House1_walls_4_1\\n  Weed_House1_walls_4_2\\n  Weed_House1_walls_4_3\\n  Weed_House1_walls_4_4\\n  Weed_House1_walls_4_5\\n  Weed_House1_walls_5_0\\n  Weed_House1_walls_5_1\\n  Weed_House1_walls_5_2\\n  Weed_House1_walls_5_3\\n  Weed_House1_walls_5_4\\n  Weed_House1_walls_5_5\\n  Weed_House1_walls_6_0\\n  Weed_House1_walls_6_1\\n  Weed_House1_walls_6_2\\n  Weed_House1_walls_6_3\\n  Weed_House1_walls_6_4\\n  Weed_House1_walls_7_0\\n  Weed_House1_walls_7_1\\n  Weed_House1_walls_7_2\\n  Weed_House1_walls_8_0\\n  Weed_House1_walls_8_1\\n  Weed_House1_walls_8_2\\n  Weed_House1_walls_9_0\\n  Weed_House1_walls_9_1\\n  Weed_House1_walls_9_2\\n  Weed_House1_walls_9_3\\n  Weed_House1_walls_9_4\\n  Weed_House2_walls_0_0\\n  Weed_House2_walls_0_1\\n  Weed_House2_walls_0_2\\n  Weed_House2_walls_0_3\\n  Weed_House2_walls_0_4\\n  Weed_House2_walls_10_0\\n  Weed_House2_walls_10_1\\n  Weed_House2_walls_10_2\\n  Weed_House2_walls_10_3\\n  Weed_House2_walls_10_4\\n  Weed_House2_walls_10_5\\n  Weed_House2_walls_11_0\\n  Weed_House2_walls_11_1\\n  Weed_House2_walls_11_2\\n  Weed_House2_walls_11_3\\n  Weed_House2_walls_11_4\\n  Weed_House2_walls_12_0\\n  Weed_House2_walls_12_1\\n  Weed_House2_walls_12_2\\n  Weed_House2_walls_12_3\\n  Weed_House2_walls_13_0\\n  Weed_House2_walls_13_1\\n  Weed_House2_walls_13_2\\n  Weed_House2_walls_13_3\\n  Weed_House2_walls_13_4\\n  Weed_House2_walls_13_5\\n  Weed_House2_walls_14_0\\n  Weed_House2_walls_14_1\\n  Weed_House2_walls_14_2\\n  Weed_House2_walls_14_3\\n  Weed_House2_walls_14_4\\n  Weed_House2_walls_14_5\\n  Weed_House2_walls_1_0\\n  Weed_House2_walls_1_1\\n  Weed_House2_walls_1_2\\n  Weed_House2_walls_2_0\\n  Weed_House2_walls_2_1\\n  Weed_House2_walls_2_2\\n  Weed_House2_walls_2_3\\n  Weed_House2_walls_2_4\\n  Weed_House2_walls_2_5\\n  Weed_House2_walls_2_6\\n  Weed_House2_walls_3_0\\n  Weed_House2_walls_3_1\\n  Weed_House2_walls_3_2\\n  Weed_House2_walls_3_3\\n  Weed_House2_walls_3_4\\n  Weed_House2_walls_3_5\\n  Weed_House2_walls_4_0\\n  Weed_House2_walls_4_1\\n  Weed_House2_walls_4_2\\n  Weed_House2_walls_4_3\\n  Weed_House2_walls_4_4\\n  Weed_House2_walls_4_5\\n  Weed_House2_walls_5_0\\n  Weed_House2_walls_5_1\\n  Weed_House2_walls_5_2\\n  Weed_House2_walls_5_3\\n  Weed_House2_walls_5_4\\n  Weed_House2_walls_5_5\\n  Weed_House2_walls_5_6\\n  Weed_House2_walls_6_0\\n  Weed_House2_walls_6_1\\n  Weed_House2_walls_6_2\\n  Weed_House2_walls_6_3\\n  Weed_House2_walls_6_4\\n  Weed_House2_walls_7_0\\n  Weed_House2_walls_7_1\\n  Weed_House2_walls_7_2\\n  Weed_House2_walls_7_3\\n  Weed_House2_walls_7_4\\n  Weed_House2_walls_7_5\\n  Weed_House2_walls_8_0\\n  Weed_House2_walls_8_1\\n  Weed_House2_walls_8_2\\n  Weed_House2_walls_8_3\\n  Weed_House2_walls_8_4\\n  Weed_House2_walls_9_0\\n  Weed_House2_walls_9_1\\n  Weed_House2_walls_9_2\\n  Weed_House2_walls_9_3\\n  Weed_House3_walls_0_0\\n  Weed_House3_walls_0_1\\n  Weed_House3_walls_0_2\\n  Weed_House3_walls_0_3\\n  Weed_House3_walls_10_0\\n  Weed_House3_walls_10_1\\n  Weed_House3_walls_10_2\\n  Weed_House3_walls_10_3\\n  Weed_House3_walls_10_4\\n  Weed_House3_walls_11_0\\n  Weed_House3_walls_11_1\\n  Weed_House3_walls_11_2\\n  Weed_House3_walls_11_3\\n  Weed_House3_walls_11_4\\n  Weed_House3_walls_12_0\\n  Weed_House3_walls_12_1\\n  Weed_House3_walls_12_2\\n  Weed_House3_walls_12_3\\n  Weed_House3_walls_12_4\\n  Weed_House3_walls_12_5\\n  Weed_House3_walls_13_0\\n  Weed_House3_walls_13_1\\n  Weed_House3_walls_13_2\\n  Weed_House3_walls_13_3\\n  Weed_House3_walls_13_4\\n  Weed_House3_walls_14_0\\n  Weed_House3_walls_14_1\\n  Weed_House3_walls_14_2\\n  Weed_House3_walls_14_3\\n  Weed_House3_walls_14_4\\n  Weed_House3_walls_14_5\\n  Weed_House3_walls_1_0\\n  Weed_House3_walls_1_1\\n  Weed_House3_walls_1_2\\n  Weed_House3_walls_1_3\\n  Weed_House3_walls_1_4\\n  Weed_House3_walls_2_0\\n  Weed_House3_walls_2_1\\n  Weed_House3_walls_2_2\\n  Weed_House3_walls_2_3\\n  Weed_House3_walls_3_0\\n  Weed_House3_walls_3_1\\n  Weed_House3_walls_3_2\\n  Weed_House3_walls_3_3\\n  Weed_House3_walls_3_4\\n  Weed_House3_walls_3_5\\n  Weed_House3_walls_3_6\\n  Weed_House3_walls_4_0\\n  Weed_House3_walls_4_1\\n  Weed_House3_walls_4_2\\n  Weed_House3_walls_4_3\\n  Weed_House3_walls_4_4\\n  Weed_House3_walls_5_0\\n  Weed_House3_walls_5_1\\n  Weed_House3_walls_5_2\\n  Weed_House3_walls_5_3\\n  Weed_House3_walls_5_4\\n  Weed_House3_walls_5_5\\n  Weed_House3_walls_6_0\\n  Weed_House3_walls_6_1\\n  Weed_House3_walls_6_2\\n  Weed_House3_walls_6_3\\n  Weed_House3_walls_6_4\\n  Weed_House3_walls_6_5\\n  Weed_House3_walls_7_0\\n  Weed_House3_walls_7_1\\n  Weed_House3_walls_7_2\\n  Weed_House3_walls_7_3\\n  Weed_House3_walls_7_4\\n  Weed_House3_walls_8_0\\n  Weed_House3_walls_8_1\\n  Weed_House3_walls_8_2\\n  Weed_House3_walls_9_0\\n  Weed_House3_walls_9_1\\n  Weed_House3_walls_9_2\\n  Weed_House3_walls_9_3\\n  Weed_House3_walls_9_4\\n  Weed_House4_walls_0_0\\n  Weed_House4_walls_0_1\\n  Weed_House4_walls_0_2\\n  Weed_House4_walls_0_3\\n  Weed_House4_walls_0_4\\n  Weed_House4_walls_0_5\\n  Weed_House4_walls_10_0\\n  Weed_House4_walls_10_1\\n  Weed_House4_walls_10_2\\n  Weed_House4_walls_10_3\\n  Weed_House4_walls_10_4\\n  Weed_House4_walls_11_0\\n  Weed_House4_walls_11_1\\n  Weed_House4_walls_11_2\\n  Weed_House4_walls_11_3\\n  Weed_House4_walls_11_4\\n  Weed_House4_walls_11_5\\n  Weed_House4_walls_11_6\\n  Weed_House4_walls_12_0\\n  Weed_House4_walls_12_1\\n  Weed_House4_walls_12_2\\n  Weed_House4_walls_12_3\\n  Weed_House4_walls_12_4\\n  Weed_House4_walls_12_5\\n  Weed_House4_walls_13_0\\n  Weed_House4_walls_13_1\\n  Weed_House4_walls_13_2\\n  Weed_House4_walls_13_3\\n  Weed_House4_walls_13_4\\n  Weed_House4_walls_13_5\\n  Weed_House4_walls_13_6\\n  Weed_House4_walls_14_0\\n  Weed_House4_walls_14_1\\n  Weed_House4_walls_14_2\\n  Weed_House4_walls_14_3\\n  Weed_House4_walls_14_4\\n  Weed_House4_walls_1_0\\n  Weed_House4_walls_1_1\\n  Weed_House4_walls_1_2\\n  Weed_House4_walls_2_0\\n  Weed_House4_walls_2_1\\n  Weed_House4_walls_2_2\\n  Weed_House4_walls_2_3\\n  Weed_House4_walls_2_4\\n  Weed_House4_walls_2_5\\n  Weed_House4_walls_2_6\\n  Weed_House4_walls_3_0\\n  Weed_House4_walls_3_1\\n  Weed_House4_walls_3_2\\n  Weed_House4_walls_3_3\\n  Weed_House4_walls_3_4\\n  Weed_House4_walls_3_5\\n  Weed_House4_walls_4_0\\n  Weed_House4_walls_4_1\\n  Weed_House4_walls_4_2\\n  Weed_House4_walls_4_3\\n  Weed_House4_walls_4_4\\n  Weed_House4_walls_4_5\\n  Weed_House4_walls_5_0\\n  Weed_House4_walls_5_1\\n  Weed_House4_walls_5_2\\n  Weed_House4_walls_5_3\\n  Weed_House4_walls_5_4\\n  Weed_House4_walls_5_5\\n  Weed_House4_walls_5_6\\n  Weed_House4_walls_6_0\\n  Weed_House4_walls_6_1\\n  Weed_House4_walls_6_2\\n  Weed_House4_walls_6_3\\n  Weed_House4_walls_6_4\\n  Weed_House4_walls_6_5\\n  Weed_House4_walls_6_6\\n  Weed_House4_walls_7_0\\n  Weed_House4_walls_7_1\\n  Weed_House4_walls_7_2\\n  Weed_House4_walls_7_3\\n  Weed_House4_walls_7_4\\n  Weed_House4_walls_8_0\\n  Weed_House4_walls_8_1\\n  Weed_House4_walls_8_2\\n  Weed_House4_walls_8_3\\n  Weed_House4_walls_9_0\\n  Weed_House4_walls_9_1\\n  Weed_House4_walls_9_2\\n  Weed_House4_walls_9_3\\n  Weed_House4_walls_9_4\\n  Weed_House5_walls_0_0\\n  Weed_House5_walls_0_1\\n  Weed_House5_walls_0_2\\n  Weed_House5_walls_0_3\\n  Weed_House5_walls_10_0\\n  Weed_House5_walls_10_1\\n  Weed_House5_walls_10_2\\n  Weed_House5_walls_10_3\\n  Weed_House5_walls_10_4\\n  Weed_House5_walls_11_0\\n  Weed_House5_walls_11_1\\n  Weed_House5_walls_11_2\\n  Weed_House5_walls_12_0\\n  Weed_House5_walls_12_1\\n  Weed_House5_walls_12_2\\n  Weed_House5_walls_13_0\\n  Weed_House5_walls_13_1\\n  Weed_House5_walls_13_2\\n  Weed_House5_walls_13_3\\n  Weed_House5_walls_14_0\\n  Weed_House5_walls_14_1\\n  Weed_House5_walls_14_2\\n  Weed_House5_walls_14_3\\n  Weed_House5_walls_1_0\\n  Weed_House5_walls_1_1\\n  Weed_House5_walls_1_2\\n  Weed_House5_walls_1_3\\n  Weed_House5_walls_2_0\\n  Weed_House5_walls_2_1\\n  Weed_House5_walls_2_2\\n  Weed_House5_walls_2_3\\n  Weed_House5_walls_2_4\\n  Weed_House5_walls_3_0\\n  Weed_House5_walls_3_1\\n  Weed_House5_walls_3_2\\n  Weed_House5_walls_3_3\\n  Weed_House5_walls_3_4\\n  Weed_House5_walls_4_0\\n  Weed_House5_walls_4_1\\n  Weed_House5_walls_4_2\\n  Weed_House5_walls_4_3\\n  Weed_House5_walls_4_4\\n  Weed_House5_walls_5_0\\n  Weed_House5_walls_5_1\\n  Weed_House5_walls_5_2\\n  Weed_House5_walls_6_0\\n  Weed_House5_walls_6_1\\n  Weed_House5_walls_6_2\\n  Weed_House5_walls_6_3\\n  Weed_House5_walls_6_4\\n  Weed_House5_walls_6_5\\n  Weed_House5_walls_7_0\\n  Weed_House5_walls_7_1\\n  Weed_House5_walls_7_2\\n  Weed_House5_walls_7_3\\n  Weed_House5_walls_7_4\\n  Weed_House5_walls_8_0\\n  Weed_House5_walls_8_1\\n  Weed_House5_walls_8_2\\n  Weed_House5_walls_8_3\\n  Weed_House5_walls_8_4\\n  Weed_House5_walls_9_0\\n  Weed_House5_walls_9_1\\n  Weed_House5_walls_9_2\\n  Weed_House5_walls_9_3\\n  Weed_House5_walls_9_4\\n\\nWorld background: <bpy_collection[4], Nodes>\\n\"}],\"usage\":{\"include\":true},\"tools\":[{\"type\":\"function\",\"function\":{\"name\":\"get_scene_info\",\"description\":\"Get detailed information about the current Blender scene\\n\\n    Parameters:\\n    - user_prompt: The original user prompt that led to this tool call (required for telemetry)\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"user_prompt\"],\"title\":\"get_scene_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_object_info\",\"description\":\"\\n    Get detailed information about a specific object in the Blender scene.\\n\\n    Parameters:\\n    - object_name: The name of the object to get information about\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\"],\"title\":\"get_object_infoArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"execute_blender_code\",\"description\":\"\\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\\n\\n    Parameters:\\n    - code: The Python code to execute\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"code\":{\"title\":\"Code\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"code\"],\"title\":\"execute_blender_codeArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_categories\",\"description\":\"\\n    Get a list of categories for a specific asset type on Polyhaven.\\n\\n    Parameters:\\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"hdris\",\"title\":\"Asset Type\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_categoriesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_polyhaven_assets\",\"description\":\"\\n    Search for assets on Polyhaven with optional filtering.\\n\\n    Parameters:\\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\\n    - categories: Optional comma-separated list of categories to filter by\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a list of matching assets with basic information.\\n    \",\"parameters\":{\"properties\":{\"asset_type\":{\"default\":\"all\",\"title\":\"Asset Type\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"search_polyhaven_assetsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_polyhaven_asset\",\"description\":\"\\n    Download and import a Polyhaven asset into Blender.\\n\\n    Parameters:\\n    - asset_id: The ID of the asset to download\\n    - asset_type: The type of asset (hdris, textures, models)\\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"asset_id\":{\"title\":\"Asset Id\",\"type\":\"string\"},\"asset_type\":{\"title\":\"Asset Type\",\"type\":\"string\"},\"resolution\":{\"default\":\"1k\",\"title\":\"Resolution\",\"type\":\"string\"},\"file_format\":{\"default\":null,\"title\":\"File Format\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"asset_id\",\"asset_type\"],\"title\":\"download_polyhaven_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"set_texture\",\"description\":\"\\n    Apply a previously downloaded Polyhaven texture to an object.\\n    \\n    Parameters:\\n    - object_name: Name of the object to apply the texture to\\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\\n    \\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"object_name\":{\"title\":\"Object Name\",\"type\":\"string\"},\"texture_id\":{\"title\":\"Texture Id\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"object_name\",\"texture_id\"],\"title\":\"set_textureArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_polyhaven_status\",\"description\":\"\\n    Check if PolyHaven integration is enabled in Blender.\\n    Returns a message indicating whether PolyHaven features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_polyhaven_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hyper3d_status\",\"description\":\"\\n    Check if Hyper3D Rodin integration is enabled in Blender.\\n    Returns a message indicating whether Hyper3D Rodin features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hyper3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_status\",\"description\":\"\\n    Check if Sketchfab integration is enabled in Blender.\\n    Returns a message indicating whether Sketchfab features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_sketchfab_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"search_sketchfab_models\",\"description\":\"\\n    Search for models on Sketchfab with optional filtering.\\n\\n    Parameters:\\n    - query: Text to search for\\n    - categories: Optional comma-separated list of categories\\n    - count: Maximum number of results to return (default 20)\\n    - downloadable: Whether to include only downloadable models (default True)\\n\\n    Returns a formatted list of matching models.\\n    \",\"parameters\":{\"properties\":{\"query\":{\"title\":\"Query\",\"type\":\"string\"},\"categories\":{\"default\":null,\"title\":\"Categories\",\"type\":\"string\"},\"count\":{\"default\":20,\"title\":\"Count\",\"type\":\"integer\"},\"downloadable\":{\"default\":true,\"title\":\"Downloadable\",\"type\":\"boolean\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"query\"],\"title\":\"search_sketchfab_modelsArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_sketchfab_model_preview\",\"description\":\"\\n    Get a preview thumbnail of a Sketchfab model by its UID.\\n    Use this to visually confirm a model before downloading.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\\n    \\n    Returns the model's thumbnail as an Image for visual confirmation.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\"],\"title\":\"get_sketchfab_model_previewArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"download_sketchfab_model\",\"description\":\"\\n    Download and import a Sketchfab model by its UID.\\n    The model will be scaled so its largest dimension equals target_size.\\n    \\n    Parameters:\\n    - uid: The unique identifier of the Sketchfab model\\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\\n                  You must specify the desired size for the model.\\n                  Examples:\\n                  - Chair: target_size=1.0 (1 meter tall)\\n                  - Table: target_size=0.75 (75cm tall)\\n                  - Car: target_size=4.5 (4.5 meters long)\\n                  - Person: target_size=1.7 (1.7 meters tall)\\n                  - Small object (cup, phone): target_size=0.1 to 0.3\\n    \\n    Returns a message with import details including object names, dimensions, and bounding box.\\n    The model must be downloadable and you must have proper access rights.\\n    \",\"parameters\":{\"properties\":{\"uid\":{\"title\":\"Uid\",\"type\":\"string\"},\"target_size\":{\"title\":\"Target Size\",\"type\":\"number\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"uid\",\"target_size\"],\"title\":\"download_sketchfab_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_text\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n\\n    Parameters:\\n    - text_prompt: A short description of the desired model in **English**.\\n    - 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.\\n\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"title\":\"Text Prompt\",\"type\":\"string\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"required\":[\"text_prompt\"],\"title\":\"generate_hyper3d_model_via_textArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hyper3d_model_via_images\",\"description\":\"\\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\\n    The 3D asset has built-in materials.\\n    The generated model has a normalized size, so re-scaling after generation can be useful.\\n    \\n    Parameters:\\n    - 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.\\n    - 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.\\n    - 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.\\n\\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\\n    Returns a message indicating success or failure.\\n    \",\"parameters\":{\"properties\":{\"input_image_paths\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Paths\",\"type\":\"array\"},\"input_image_urls\":{\"default\":null,\"items\":{\"type\":\"string\"},\"title\":\"Input Image Urls\",\"type\":\"array\"},\"bbox_condition\":{\"default\":null,\"items\":{\"type\":\"number\"},\"title\":\"Bbox Condition\",\"type\":\"array\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hyper3d_model_via_imagesArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_rodin_job_status\",\"description\":\"\\n    Check if the Hyper3D Rodin generation task is completed.\\n\\n    For Hyper3D Rodin mode MAIN_SITE:\\n        Parameters:\\n        - subscription_key: The subscription_key given in the generate model step.\\n\\n        Returns a list of status. The task is done if all status are \\\"Done\\\".\\n        If \\\"Failed\\\" showed up, the generating process failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"Done\\\" or \\\"Canceled\\\").\\n\\n    For Hyper3D Rodin mode FAL_AI:\\n        Parameters:\\n        - request_id: The request_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"COMPLETED\\\".\\n        The task is in progress if status is \\\"IN_PROGRESS\\\".\\n        If status other than \\\"COMPLETED\\\", \\\"IN_PROGRESS\\\", \\\"IN_QUEUE\\\" showed up, the generating process might be failed.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"COMPLETED\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"subscription_key\":{\"default\":null,\"title\":\"Subscription Key\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"title\":\"poll_rodin_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset\",\"description\":\"\\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\\n\\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"task_uuid\":{\"default\":null,\"title\":\"Task Uuid\",\"type\":\"string\"},\"request_id\":{\"default\":null,\"title\":\"Request Id\",\"type\":\"string\"}},\"required\":[\"name\"],\"title\":\"import_generated_assetArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"get_hunyuan3d_status\",\"description\":\"\\n    Check if Hunyuan3D integration is enabled in Blender.\\n    Returns a message indicating whether Hunyuan3D features are available.\\n    \",\"parameters\":{\"properties\":{\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"get_hunyuan3d_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"generate_hunyuan3d_model\",\"description\":\"\\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \\n    or both for the desired asset, and import the asset into Blender.\\n    The 3D asset has built-in materials.\\n    \\n    Parameters:\\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\\n\\n    Returns: \\n    - When successful, returns a JSON with job_id (format: \\\"job_xxx\\\") indicating the task is in progress\\n    - When the job completes, the status will change to \\\"DONE\\\" indicating the model has been imported\\n    - Returns error message if the operation fails\\n    \",\"parameters\":{\"properties\":{\"text_prompt\":{\"default\":null,\"title\":\"Text Prompt\",\"type\":\"string\"},\"input_image_url\":{\"default\":null,\"title\":\"Input Image Url\",\"type\":\"string\"},\"user_prompt\":{\"default\":\"\",\"title\":\"User Prompt\",\"type\":\"string\"}},\"title\":\"generate_hunyuan3d_modelArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"poll_hunyuan_job_status\",\"description\":\"\\n    Check if the Hunyuan3D generation task is completed.\\n\\n    For Hunyuan3D:\\n        Parameters:\\n        - job_id: The job_id given in the generate model step.\\n\\n        Returns the generation task status. The task is done if status is \\\"DONE\\\".\\n        The task is in progress if status is \\\"RUN\\\".\\n        If status is \\\"DONE\\\", returns ResultFile3Ds, which is the generated ZIP model path\\n        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.\\n        This is a polling API, so only proceed if the status are finally determined (\\\"DONE\\\" or some failed state).\\n    \",\"parameters\":{\"properties\":{\"job_id\":{\"default\":null,\"title\":\"Job Id\",\"type\":\"string\"}},\"title\":\"poll_hunyuan_job_statusArguments\",\"type\":\"object\"}}},{\"type\":\"function\",\"function\":{\"name\":\"import_generated_asset_hunyuan\",\"description\":\"\\n    Import the asset generated by Hunyuan3D after the generation task is completed.\\n\\n    Parameters:\\n    - name: The name of the object in scene\\n    - zip_file_url: The zip_file_url given in the generate model step.\\n\\n    Return if the asset has been imported successfully.\\n    \",\"parameters\":{\"properties\":{\"name\":{\"title\":\"Name\",\"type\":\"string\"},\"zip_file_url\":{\"title\":\"Zip File Url\",\"type\":\"string\"}},\"required\":[\"name\",\"zip_file_url\"],\"title\":\"import_generated_asset_hunyuanArguments\",\"type\":\"object\"}}}]}", "body_base64": "{"model":"z-ai/glm-5.2","messages":[{"role":"system","content":"You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.\n\nYour 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.\n\nComplete 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.\n\nThe 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.\n\n## Harness Instructions\n\nYou 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."},{"role":"user","content":"## Task\n\nComplete the following Blender task:\n\n<task>\n\nAn 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.\n\n</task>"},{"role":"assistant","content":"I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.","tool_calls":[{"id":"chatcmpl-tool-978e3bcc04b68968","type":"function","function":{"name":"get_scene_info","arguments":"{\"user_prompt\": \"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines.\"}"}},{"id":"chatcmpl-tool-b30c0f5fa94da880","type":"function","function":{"name":"get_polyhaven_status","arguments":"{\"user_prompt\": \"Check PolyHaven availability for textures and HDRIs\"}"}},{"id":"chatcmpl-tool-a26cb5f68305b129","type":"function","function":{"name":"get_hyper3d_status","arguments":"{\"user_prompt\": \"Check Hyper3D availability\"}"}}]},{"role":"tool","tool_call_id":"chatcmpl-tool-978e3bcc04b68968","content":"{\n  \"name\": \"Scene\",\n  \"object_count\": 0,\n  \"objects\": [],\n  \"materials_count\": 2\n}"},{"role":"tool","tool_call_id":"chatcmpl-tool-b30c0f5fa94da880","content":"PolyHaven integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use assets from Poly Haven' checkbox\n                            3. Restart the connection to Claude"},{"role":"tool","tool_call_id":"chatcmpl-tool-a26cb5f68305b129","content":"Hyper3D Rodin integration is currently disabled. To enable it:\n                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)\n                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox\n                            3. Restart the connection to Claude"},{"role":"assistant","content":"I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.","tool_calls":[{"id":"call_407340773f3d43b0a655f8f1","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    # Lower near center (village area) and raise at edges\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\ncolor_ramp.interpolation = 'LINEAR'\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_407340773f3d43b0a655f8f1","content":"Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_3b539f6860574a8a8ef5f964","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\n# Clear scene\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor mat in bpy.data.materials:\\n    bpy.data.materials.remove(mat)\\nfor mesh in bpy.data.meshes:\\n    bpy.data.meshes.remove(mesh)\\nfor curve in bpy.data.curves:\\n    bpy.data.curves.remove(curve)\\nfor cam in bpy.data.cameras:\\n    bpy.data.cameras.remove(cam)\\nfor light in bpy.data.lights:\\n    bpy.data.lights.remove(light)\\n\\nrandom.seed(42)\\n\\n# ---- GROUND ----\\nbpy.ops.mesh.primitive_plane_add(size=60, location=(0, 0, 0))\\nground = bpy.context.active_object\\nground.name = \\\"Ground\\\"\\n\\n# Subdivide and displace for natural terrain\\nbpy.ops.object.mode_set(mode='EDIT')\\nbpy.ops.mesh.subdivide(number_cuts=30)\\nbpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Displace vertices slightly for natural ground\\nfor v in ground.data.vertices:\\n    d = Vector((v.co.x, v.co.y, 0))\\n    dist = d.length\\n    noise = (math.sin(v.co.x * 0.3) * math.cos(v.co.y * 0.3) * 0.15 +\\n             math.sin(v.co.x * 0.7 + 1.0) * math.cos(v.co.y * 0.5) * 0.08 +\\n             random.uniform(-0.03, 0.03))\\n    if dist > 20:\\n        v.co.z += noise + (dist - 20) * 0.05\\n    else:\\n        v.co.z += noise * 0.5\\n\\n# Ground material - earthy with moss patches\\nground_mat = bpy.data.materials.new(\\\"GroundMat\\\")\\nground_mat.use_nodes = True\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\ndiffuse = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise_tex = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (0.3, 0.3, 0.3)\\nnoise_tex.inputs['Scale'].default_value = 5.0\\nnoise_tex.inputs['Detail'].default_value = 8.0\\nnoise_tex.inputs['Roughness'].default_value = 0.7\\n\\n# Color ramp: dark earth to mossy green\\ncolor_ramp.color_ramp.elements[0].position = 0.35\\ncolor_ramp.color_ramp.elements[0].color = (0.12, 0.09, 0.05, 1)  # dark earth\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.18, 0.08, 1)  # mossy\\ncolor_ramp.color_ramp.elements[2].position = 0.75\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.25, 0.1, 1)  # green moss\\n\\ndiffuse.inputs['Roughness'].default_value = 0.9\\ndiffuse.inputs['Specular IOR Level'].default_value = 0.2\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise_tex.inputs['Vector'])\\nlinks.new(noise_tex.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], diffuse.inputs['Base Color'])\\nlinks.new(diffuse.outputs['BSDF'], output.inputs['Surface'])\\n\\nground.data.materials.append(ground_mat)\\nprint(\\\"Ground created\\\")\\n\", \"user_prompt\": \"Create ground terrain for abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_3b539f6860574a8a8ef5f964","content":"Code executed successfully: Ground created\n"},{"role":"assistant","content":"Now let me create the houses with weathered walls and rusted metal roofs.","tool_calls":[{"id":"call_8fd779217fcc4320ad7582eb","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# ---- MATERIALS ----\\n\\n# Weathered wall material (old plaster/wood)\\nwall_mat = bpy.data.materials.new(\\\"WeatheredWall\\\")\\nwall_mat.use_nodes = True\\nnodes = wall_mat.node_tree.nodes\\nlinks = wall_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\nmix = nodes.new(\\\"ShaderNodeMixRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (2.0, 2.0, 2.0)\\nnoise1.inputs['Scale'].default_value = 15.0\\nnoise1.inputs['Detail'].default_value = 10.0\\nnoise2.inputs['Scale'].default_value = 3.0\\nnoise2.inputs['Detail'].default_value = 5.0\\n\\n# Faded plaster colors\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.35, 0.3, 0.22, 1)  # stained\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.55, 0.48, 0.35, 1)  # weathered\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.6, 0.55, 0.42, 1)  # lighter\\n\\nmix.blend_type = 'MULTIPLY'\\nmix.inputs['Fac'].default_value = 0.5\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise2.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], mix.inputs['Color1'])\\nlinks.new(noise2.outputs['Color'], mix.inputs['Color2'])\\nlinks.new(mix.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Rusted metal roof material\\nroof_mat = bpy.data.materials.new(\\\"RustedRoof\\\")\\nroof_mat.use_nodes = True\\nnodes = roof_mat.node_tree.nodes\\nlinks = roof_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise1 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nnoise2 = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (3.0, 3.0, 3.0)\\nnoise1.inputs['Scale'].default_value = 8.0\\nnoise1.inputs['Detail'].default_value = 12.0\\nnoise2.inputs['Scale'].default_value = 20.0\\nnoise2.inputs['Detail'].default_value = 8.0\\n\\n# Rust colors: dark brown, orange rust, reddish\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.07, 0.03, 1)  # dark rust\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.35, 0.15, 0.05, 1)  # rust orange\\nramp3 = color_ramp.color_ramp.elements.new(0.75)\\nramp3.color = (0.5, 0.25, 0.08, 1)  # lighter rust\\ncolor_ramp.color_ramp.elements[3].position = 0.9\\ncolor_ramp.color_ramp.elements[3].color = (0.3, 0.3, 0.3, 1)  # grey metal showing\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(tex_coord.outputs['Object'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise1.inputs['Vector'])\\nlinks.new(noise1.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Add bump for roof\\nbump = nodes.new(\\\"ShaderNodeBump\\\")\\nbump.inputs['Strength'].default_value = 0.5\\nlinks.new(noise2.outputs['Fac'], bump.inputs['Height'])\\nlinks.new(bump.outputs['Normal'], bsdf.inputs['Normal'])\\n\\n# Dark wood/dark interior material\\ndark_wood_mat = bpy.data.materials.new(\\\"DarkWood\\\")\\ndark_wood_mat.use_nodes = True\\nnodes = dark_wood_mat.node_tree.nodes\\nlinks = dark_wood_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nmapping.inputs['Scale'].default_value = (1.0, 5.0, 1.0)  # wood grain direction\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.12, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Materials created\\\")\\n\", \"user_prompt\": \"Create weathered wall, rusted roof, and dark wood materials\"}"}}]},{"role":"tool","tool_call_id":"call_8fd779217fcc4320ad7582eb","content":"Code executed successfully: Materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_feef8b4dac8240fa84e68ecd","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler\\n\\nrandom.seed(42)\\n\\n# Get materials\\nwall_mat = bpy.data.materials[\\\"WeatheredWall\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\\n    \\\"\\\"\\\"Create a weathered house with walls and a corrugated metal roof\\\"\\\"\\\"\\n    parts = []\\n    \\n    # Walls (4 walls + floor)\\n    # Front wall (with a door/window hole)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    wall = bpy.context.active_object\\n    wall.name = f\\\"{name}_walls\\\"\\n    wall.scale = (width/2, depth/2, height/2)\\n    wall.location = (location[0], location[1], location[2] + height/2)\\n    wall.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Edit mode to create door and window openings\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bm = bmesh.from_edit_mesh(wall.data)\\n    \\n    # Subdivide faces for cutting openings\\n    bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=1, use_grid_fill=True)\\n    bmesh.update_edit_mesh(wall.data)\\n    bpy.ops.mesh.select_all(action='DESELECT')\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Use boolean approach - create cutter objects\\n    # Door\\n    door_w = 1.0\\n    door_h = 2.0\\n    \\n    # Create cutter for door\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    door_cut = bpy.context.active_object\\n    door_cut.scale = (door_w/2, depth, door_h/2)\\n    door_loc = (location[0], location[1], location[2] + door_h/2)\\n    door_cut.location = door_loc\\n    door_cut.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Boolean cut door\\n    bpy.context.view_layer.objects.active = wall\\n    mod = wall.modifiers.new(\\\"DoorCut\\\", 'BOOLEAN')\\n    mod.operation = 'DIFFERENCE'\\n    mod.object = door_cut\\n    bpy.ops.object.modifier_apply(modifier=\\\"DoorCut\\\")\\n    bpy.data.objects.remove(door_cut, do_unlink=True)\\n    \\n    # Window cutouts (front and one side)\\n    win_w = 1.2\\n    win_h = 1.0\\n    win_z = height * 0.6\\n    \\n    for offset_x, offset_y in [(width * 0.25, -depth/2 - 0.1), (-width * 0.25, -depth/2 - 0.1)]:\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n        win_cut = bpy.context.active_object\\n        win_cut.scale = (win_w/2, depth, win_h/2)\\n        # Rotate offset relative to house\\n        cos_r = math.cos(rotation)\\n        sin_r = math.sin(rotation)\\n        rx = offset_x * cos_r - offset_y * sin_r\\n        ry = offset_x * sin_r + offset_y * cos_r\\n        win_cut.location = (location[0] + rx, location[1] + ry, location[2] + win_z)\\n        win_cut.rotation_euler = (0, 0, rotation)\\n        bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n        \\n        bpy.context.view_layer.objects.active = wall\\n        mod = wall.modifiers.new(\\\"WinCut\\\", 'BOOLEAN')\\n        mod.operation = 'DIFFERENCE'\\n        mod.object = win_cut\\n        bpy.ops.object.modifier_apply(modifier=\\\"WinCut\\\")\\n        bpy.data.objects.remove(win_cut, do_unlink=True)\\n    \\n    # Add wall material\\n    wall.data.materials.append(wall_mat)\\n    parts.append(wall)\\n    \\n    # Roof - corrugated metal, gabled\\n    # Create a triangular prism roof\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0))\\n    roof = bpy.context.active_object\\n    roof.name = f\\\"{name}_roof\\\"\\n    \\n    # Build roof as a prism\\n    bm = bmesh.new()\\n    # Create a gable roof shape\\n    w_half = width/2 + 0.4\\n    d_half = depth/2 + 0.4\\n    rh = roof_height\\n    \\n    verts = [\\n        bm.verts.new((-w_half, -d_half, 0)),  # 0 bottom front left\\n        bm.verts.new((w_half, -d_half, 0)),   # 1 bottom front right\\n        bm.verts.new((w_half, d_half, 0)),    # 2 bottom back right\\n        bm.verts.new((-w_half, d_half, 0)),   # 3 bottom back left\\n        bm.verts.new((0, -d_half, rh)),       # 4 top front\\n        bm.verts.new((0, d_half, rh)),        # 5 top back\\n    ]\\n    \\n    # Faces\\n    bm.faces.new([verts[0], verts[1], verts[4]])  # front slope\\n    bm.faces.new([verts[1], verts[2], verts[5], verts[4]])  # right slope\\n    bm.faces.new([verts[2], verts[3], verts[5]])  # back slope\\n    bm.faces.new([verts[3], verts[0], verts[4], verts[5]])  # left slope\\n    bm.faces.new([verts[0], verts[1], verts[2], verts[3]])  # bottom\\n    \\n    bm.to_mesh(roof.data)\\n    bm.free()\\n    \\n    roof.location = (location[0], location[1], location[2] + height)\\n    roof.rotation_euler = (0, 0, rotation)\\n    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)\\n    \\n    # Add subdivisions to roof for corrugation effect\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.mesh.subdivide(number_cuts=8)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Corrugate the roof - displace along Z based on position\\n    for v in roof.data.vertices:\\n        # Only corrugate roof surface verts (top-facing)\\n        local_pos = v.co.copy()\\n        # Corrugation along the width\\n        corrug = math.sin(local_pos.x * 8) * 0.03\\n        v.co.z += corrug * (1.0 if local_pos.z > 0.01 else 0.3)\\n    \\n    roof.data.materials.append(roof_mat)\\n    # Shade smooth for roof\\n    bpy.ops.object.shade_smooth()\\n    parts.append(roof)\\n    \\n    return parts\\n\\n# Create 5 houses arranged in a loose village layout\\nhouse_configs = [\\n    (\\\"House1\\\", (-5, -2, 0), 0.0, 4.5, 5.5, 3.0, 1.6),\\n    (\\\"House2\\\", (3, -4, 0), 0.3, 4.0, 5.0, 2.8, 1.4),\\n    (\\\"House3\\\", (-7, 4, 0.2), -0.4, 3.5, 4.5, 2.5, 1.2),\\n    (\\\"House4\\\", (6, 3, 0.1), 0.8, 4.2, 5.2, 2.7, 1.5),\\n    (\\\"House5\\\", (0, 6, 0.15), math.pi/2, 3.8, 4.8, 2.6, 1.3),\\n]\\n\\nall_house_parts = []\\nfor config in house_configs:\\n    parts = create_house(*config)\\n    all_house_parts.extend(parts)\\n\\nprint(f\\\"Created {len(all_house_parts)} house parts for {len(house_configs)} houses\\\")\\n\", \"user_prompt\": \"Create 5 weathered houses with walls and corrugated rusted metal roofs\"}"}}]},{"role":"tool","tool_call_id":"call_feef8b4dac8240fa84e68ecd","content":"Code executed successfully: Created 10 house parts for 5 houses\n"},{"role":"assistant","content":"Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.","tool_calls":[{"id":"call_c7fc5562b33b44dc8d07626a","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- FOLIAGE MATERIALS ----\\n\\n# Grass material\\ngrass_mat = bpy.data.materials.new(\\\"Grass\\\")\\ngrass_mat.use_nodes = True\\nnodes = grass_mat.node_tree.nodes\\nlinks = grass_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\nmapping = nodes.new(\\\"ShaderNodeMapping\\\")\\ntex_coord = nodes.new(\\\"ShaderNodeTexCoord\\\")\\n\\nmapping.inputs['Scale'].default_value = (5.0, 5.0, 5.0)\\nnoise.inputs['Scale'].default_value = 10.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.15, 0.03, 1)  # dark green\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.3, 0.06, 1)  # green\\nramp2 = color_ramp.color_ramp.elements.new(0.9)\\nramp2.color = (0.35, 0.4, 0.1, 1)  # yellowish green\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Specular IOR Level'].default_value = 0.1\\n\\nlinks.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])\\nlinks.new(mapping.outputs['Vector'], noise.inputs['Vector'])\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Ivy/Vine material - darker green\\nvine_mat = bpy.data.materials.new(\\\"Vine\\\")\\nvine_mat.use_nodes = True\\nnodes = vine_mat.node_tree.nodes\\nlinks = vine_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 5.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.25\\ncolor_ramp.color_ramp.elements[0].color = (0.05, 0.12, 0.02, 1)  # very dark green\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.12, 0.22, 0.05, 1)  # dark green\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.18, 0.28, 0.08, 1)  # green\\n\\nbsdf.inputs['Roughness'].default_value = 0.85\\nbsdf.inputs['Specular IOR Level'].default_value = 0.15\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Moss material\\nmoss_mat = bpy.data.materials.new(\\\"Moss\\\")\\nmoss_mat.use_nodes = True\\nnodes = moss_mat.node_tree.nodes\\nlinks = moss_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 15.0\\nnoise.inputs['Detail'].default_value = 10.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.08, 0.1, 0.03, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.6)\\nramp2.color = (0.15, 0.2, 0.05, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.85\\ncolor_ramp.color_ramp.elements[2].color = (0.25, 0.3, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\nbsdf.inputs['Subsurface Weight'].default_value = 0.1\\nbsdf.inputs['Subsurface Radius'].default_value = (0.1, 0.2, 0.05)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Tree/bush trunk material\\nbark_mat = bpy.data.materials.new(\\\"Bark\\\")\\nbark_mat.use_nodes = True\\nnodes = bark_mat.node_tree.nodes\\nlinks = bark_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 12.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.1, 0.06, 0.03, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.2, 0.1, 0.05, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Leaf material\\nleaf_mat = bpy.data.materials.new(\\\"Leaf\\\")\\nleaf_mat.use_nodes = True\\nnodes = leaf_mat.node_tree.nodes\\nlinks = leaf_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 6.0\\nnoise.inputs['Detail'].default_value = 4.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.2\\ncolor_ramp.color_ramp.elements[0].color = (0.06, 0.15, 0.02, 1)\\nramp2 = color_ramp.color_ramp.elements.new(0.5)\\nramp2.color = (0.1, 0.2, 0.04, 1)\\ncolor_ramp.color_ramp.elements[2].position = 0.8\\ncolor_ramp.color_ramp.elements[2].color = (0.2, 0.3, 0.06, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.8\\nbsdf.inputs['Subsurface Weight'].default_value = 0.15\\nbsdf.inputs['Subsurface Radius'].default_value = (0.2, 0.5, 0.1)\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\nprint(\\\"Foliage materials created\\\")\\n\", \"user_prompt\": \"Create foliage materials: grass, vine, moss, bark, leaf\"}"}}]},{"role":"tool","tool_call_id":"call_c7fc5562b33b44dc8d07626a","content":"Code executed successfully: Foliage materials created\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_67160c8699d94d999d9fac7f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\\n# Create scattered grass patches around the village\\nfor i in range(40):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    # Skip if too close to center houses area\\n    dist_from_center = math.sqrt(x*x + y*y)\\n    if dist_from_center < 3:\\n        continue\\n    \\n    size = random.uniform(2, 6)\\n    bpy.ops.mesh.primitive_plane_add(size=size, location=(x, y, 0.05))\\n    patch = bpy.context.active_object\\n    patch.name = f\\\"GrassPatch_{i}\\\"\\n    patch.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n    \\n    # Subdivide\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=5)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    \\n    # Displace for tufty grass\\n    for v in patch.data.vertices:\\n        v.co.z += random.uniform(0, 0.15) * (1 - v.co.length / (size * 0.7))\\n    \\n    # Random scale variation\\n    s = random.uniform(0.7, 1.3)\\n    patch.scale = (s, s, s)\\n    bpy.ops.object.transform_apply(scale=True)\\n    \\n    patch.data.materials.append(grass_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created grass patches\\\")\\n\\n# ---- MOSS ON ROOFS ----\\n# Add moss patches on top of roof objects\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower()]\\nfor roof in roof_objects:\\n    # Get bounding box\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a few moss patches on the roof\\n    for j in range(5):\\n        offset_x = random.uniform(-0.8, 0.8) * (max(v.x for v in bbox) - min(v.x for v in bbox)) / 2\\n        offset_y = random.uniform(-0.8, 0.8) * (max(v.y for v in bbox) - min(v.y for v in bbox)) / 2\\n        moss_size = random.uniform(0.5, 1.5)\\n        \\n        # Position moss on top of roof\\n        z = max_z + 0.02\\n        bpy.ops.mesh.primitive_plane_add(size=moss_size, \\n            location=(center.x + offset_x, center.y + offset_y, z))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"Moss_{roof.name}_{j}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        \\n        # Slight curve to follow roof\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.08)\\n        \\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(f\\\"Created moss patches on roofs\\\")\\n\", \"user_prompt\": \"Create grass patches and moss on rooftops\"}"}}]},{"role":"tool","tool_call_id":"call_67160c8699d94d999d9fac7f","content":"Code executed successfully: Created grass patches\nCreated moss patches on roofs\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b22359a3aef34cedbc9529ce","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# ---- VINES CREEPING UP WALLS ----\\n# Create vine curves on house walls\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nvine_count = 0\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines per house\\n    num_vines = random.randint(3, 5)\\n    for v_idx in range(num_vines):\\n        # Pick a wall side\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        \\n        if side == 'front':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = min_y\\n            z_start = min_z\\n        elif side == 'back':\\n            x = random.uniform(min_x + 0.5, max_x - 0.5)\\n            y = max_y\\n            z_start = min_z\\n        elif side == 'left':\\n            x = min_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        else:\\n            x = max_x\\n            y = random.uniform(min_y + 0.5, max_y - 0.5)\\n            z_start = min_z\\n        \\n        # Vine height (random, some reach the top)\\n        vine_height = random.uniform(1.0, max_z - min_z + 0.5)\\n        \\n        # Create vine as a curve\\n        curve_data = bpy.data.curves.new(f\\\"VineCurve_{vine_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = max(5, int(vine_height / 0.3))\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_start + t * vine_height\\n            # Slight horizontal wandering\\n            wander = math.sin(t * 6 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                px = x + wander\\n                py = y + (0.05 if side == 'back' else -0.05)  # offset from wall\\n            else:\\n                px = x + (0.05 if side == 'right' else -0.05)\\n                py = y + wander\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.1, py, z)\\n            pt.handle_right = (px + 0.1, py, z)\\n        \\n        # Set curve to have bevel for thickness\\n        curve_data.bevel_depth = 0.02\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"Vine_{vine_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Add small leaves along vine\\n        num_leaves = int(vine_height * 3)\\n        for l in range(num_leaves):\\n            t = (l + 1) / (num_leaves + 1)\\n            lz = z_start + t * vine_height\\n            lw = math.sin(t * 7 + v_idx) * 0.15\\n            if side in ['front', 'back']:\\n                lx = x + lw + random.uniform(-0.1, 0.1)\\n                ly = y + (0.08 if side == 'back' else -0.08) + random.uniform(-0.05, 0.05)\\n            else:\\n                lx = x + (0.08 if side == 'right' else -0.08) + random.uniform(-0.05, 0.05)\\n                ly = y + lw + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.08, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"VineLeaf_{vine_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_count += 1\\n\\nprint(f\\\"Created {vine_count} vines on walls\\\")\\n\", \"user_prompt\": \"Create vines creeping up walls with leaves\"}"}}]},{"role":"tool","tool_call_id":"call_b22359a3aef34cedbc9529ce","content":"Code executed successfully: Created 21 vines on walls\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_97ddc40855ca41fdb60891dc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\nmoss_mat = bpy.data.materials[\\\"Moss\\\"]\\n\\n# ---- BUSHES AND SHRUBS ----\\n# Scattered around the village\\nfor i in range(25):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    # Avoid center\\n    if math.sqrt(x*x + y*y) < 2:\\n        x += 3 * (1 if x > 0 else -1)\\n        y += 3 * (1 if y > 0 else -1)\\n    \\n    # Bush: cluster of icospheres\\n    bush_size = random.uniform(0.5, 1.5)\\n    num_lumps = random.randint(3, 7)\\n    for j in range(num_lumps):\\n        ox = random.uniform(-bush_size, bush_size) * 0.5\\n        oy = random.uniform(-bush_size, bush_size) * 0.5\\n        oz = random.uniform(0, bush_size * 0.3)\\n        r = random.uniform(bush_size * 0.3, bush_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, \\n            location=(x + ox, y + oy, oz))\\n        lump = bpy.context.active_object\\n        lump.name = f\\\"Bush_{i}_{j}\\\"\\n        lump.scale = (1, 1, random.uniform(0.5, 0.8))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        lump.data.materials.append(leaf_mat)\\n\\nprint(\\\"Created bushes\\\")\\n\\n# ---- TREES (a few larger ones) ----\\ntree_positions = [\\n    (-14, -10, 0),\\n    (12, -8, 0),\\n    (-16, 10, 0),\\n    (15, 12, 0),\\n    (-2, -14, 0),\\n    (18, 0, 0),\\n]\\n\\nfor t_idx, (tx, ty, tz) in enumerate(tree_positions):\\n    trunk_h = random.uniform(3, 5)\\n    trunk_r = random.uniform(0.15, 0.25)\\n    \\n    # Trunk\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=trunk_r, depth=trunk_h,\\n        location=(tx, ty, tz + trunk_h/2))\\n    trunk = bpy.context.active_object\\n    trunk.name = f\\\"TreeTrunk_{t_idx}\\\"\\n    bpy.ops.object.shade_smooth()\\n    trunk.data.materials.append(bark_mat)\\n    \\n    # Crown - multiple icospheres\\n    crown_size = random.uniform(1.5, 2.5)\\n    num_crown = random.randint(5, 10)\\n    for c in range(num_crown):\\n        ox = random.uniform(-crown_size, crown_size) * 0.6\\n        oy = random.uniform(-crown_size, crown_size) * 0.6\\n        oz = random.uniform(-crown_size * 0.3, crown_size * 0.5)\\n        r = random.uniform(crown_size * 0.3, crown_size * 0.6)\\n        \\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r,\\n            location=(tx + ox, ty + oy, tz + trunk_h + oz))\\n        crown = bpy.context.active_object\\n        crown.name = f\\\"TreeCrown_{t_idx}_{c}\\\"\\n        crown.scale = (1, 1, random.uniform(0.7, 1.0))\\n        bpy.ops.object.transform_apply(scale=True)\\n        bpy.ops.object.shade_smooth()\\n        crown.data.materials.append(leaf_mat)\\n\\nprint(f\\\"Created {len(tree_positions)} trees\\\")\\n\\n# ---- MOSS PATCHES ON GROUND NEAR HOUSES ----\\nhouse_positions = [(-5, -2), (3, -4), (-7, 4), (6, 3), (0, 6)]\\nfor hx, hy in house_positions:\\n    for m in range(8):\\n        angle = random.uniform(0, 2 * math.pi)\\n        dist = random.uniform(1, 4)\\n        mx = hx + math.cos(angle) * dist\\n        my = hy + math.sin(angle) * dist\\n        ms = random.uniform(0.5, 2.0)\\n        \\n        bpy.ops.mesh.primitive_plane_add(size=ms, location=(mx, my, 0.03))\\n        moss = bpy.context.active_object\\n        moss.name = f\\\"GroundMoss_{hx}_{hy}_{m}\\\"\\n        moss.rotation_euler = (0, 0, random.uniform(0, math.pi))\\n        bpy.ops.object.mode_set(mode='EDIT')\\n        bpy.ops.mesh.subdivide(number_cuts=3)\\n        bpy.ops.object.mode_set(mode='OBJECT')\\n        for v in moss.data.vertices:\\n            v.co.z += random.uniform(0, 0.05)\\n        moss.data.materials.append(moss_mat)\\n        bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created ground moss near houses\\\")\\n\", \"user_prompt\": \"Create bushes, trees, and ground moss near houses\"}"}}]},{"role":"tool","tool_call_id":"call_97ddc40855ca41fdb60891dc","content":"Code executed successfully: Created bushes\nCreated 6 trees\nCreated ground moss near houses\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f518f9cd20843e99d83efdf","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- BROKEN WINDOWS (dark interior visible) ----\\n# Add dark planes behind window openings to simulate dark interiors\\ndark_wood_mat = bpy.data.materials[\\\"DarkWood\\\"]\\n\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Add a dark interior plane\\n    # Get the house name prefix\\n    house_name = wall.name.replace(\\\"_walls\\\", \\\"\\\")\\n    \\n    # Create a smaller box inside to represent dark interior\\n    interior_size = 0.8\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(center.x, center.y, center.z))\\n    interior = bpy.context.active_object\\n    interior.name = f\\\"{house_name}_interior\\\"\\n    # Scale to be slightly smaller than the house\\n    w = max(v.x for v in bbox) - min(v.x for v in bbox)\\n    d = max(v.y for v in bbox) - min(v.y for v in bbox)\\n    h = max_z - min_z\\n    interior.scale = (w * 0.45, d * 0.45, h * 0.45)\\n    bpy.ops.object.transform_apply(scale=True)\\n    interior.data.materials.append(dark_wood_mat)\\n\\nprint(\\\"Created dark interiors for houses\\\")\\n\\n# ---- DEBRIS/ROCKS scattered around ----\\nrock_mat = bpy.data.materials.new(\\\"Rock\\\")\\nrock_mat.use_nodes = True\\nnodes = rock_mat.node_tree.nodes\\nlinks = rock_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 5.0\\nnoise.inputs['Detail'].default_value = 8.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.2, 0.18, 0.15, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.35, 0.32, 0.25, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.9\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Scatter rocks\\nfor i in range(30):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 2:\\n        continue\\n    r = random.uniform(0.1, 0.4)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=r, location=(x, y, r * 0.3))\\n    rock = bpy.context.active_object\\n    rock.name = f\\\"Rock_{i}\\\"\\n    rock.scale = (random.uniform(0.8, 1.3), random.uniform(0.8, 1.3), random.uniform(0.4, 0.7))\\n    rock.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    rock.data.materials.append(rock_mat)\\n\\nprint(\\\"Created rocks and debris\\\")\\n\\n# ---- BROKEN FENCE ----\\nfence_mat = bpy.data.materials.new(\\\"FenceWood\\\")\\nfence_mat.use_nodes = True\\nnodes = fence_mat.node_tree.nodes\\nlinks = fence_mat.node_tree.links\\nnodes.clear()\\n\\noutput = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\nbsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\nnoise = nodes.new(\\\"ShaderNodeTexNoise\\\")\\ncolor_ramp = nodes.new(\\\"ShaderNodeValToRGB\\\")\\n\\nnoise.inputs['Scale'].default_value = 8.0\\nnoise.inputs['Detail'].default_value = 6.0\\n\\ncolor_ramp.color_ramp.elements[0].position = 0.3\\ncolor_ramp.color_ramp.elements[0].color = (0.15, 0.1, 0.05, 1)\\ncolor_ramp.color_ramp.elements[1].position = 0.7\\ncolor_ramp.color_ramp.elements[1].color = (0.25, 0.18, 0.1, 1)\\n\\nbsdf.inputs['Roughness'].default_value = 0.95\\n\\nlinks.new(noise.outputs['Fac'], color_ramp.inputs['Fac'])\\nlinks.new(color_ramp.outputs['Color'], bsdf.inputs['Base Color'])\\nlinks.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Create broken fence posts along one edge\\nfence_y = -15\\nfor i in range(15):\\n    x = -18 + i * 2.5 + random.uniform(-0.5, 0.5)\\n    if random.random() < 0.3:  # Some posts missing/broken\\n        continue\\n    \\n    h = random.uniform(0.8, 1.5) if random.random() > 0.3 else random.uniform(0.3, 0.6)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, fence_y, h/2))\\n    post = bpy.context.active_object\\n    post.name = f\\\"FencePost_{i}\\\"\\n    post.scale = (0.08, 0.08, h)\\n    post.rotation_euler = (random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2), random.uniform(-0.1, 0.1))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    post.data.materials.append(fence_mat)\\n\\n# Horizontal rails (some broken)\\nfor rail_idx in range(2):\\n    rail_z = 0.3 + rail_idx * 0.5\\n    for seg in range(7):\\n        x_start = -18 + seg * 5\\n        x_end = x_start + 4 + random.uniform(-1, 1)\\n        if random.random() < 0.25:  # Some rails missing\\n            continue\\n        mid_x = (x_start + x_end) / 2\\n        length = x_end - x_start\\n        bpy.ops.mesh.primitive_cube_add(size=1, location=(mid_x, fence_y, rail_z))\\n        rail = bpy.context.active_object\\n        rail.name = f\\\"FenceRail_{rail_idx}_{seg}\\\"\\n        rail.scale = (length/2, 0.06, 0.04)\\n        rail.rotation_euler = (0, random.uniform(-0.1, 0.1), random.uniform(-0.05, 0.05))\\n        bpy.ops.object.transform_apply(scale=True, rotation=True)\\n        rail.data.materials.append(fence_mat)\\n\\nprint(\\\"Created broken fence\\\")\\n\", \"user_prompt\": \"Create dark interiors, rocks/debris, and broken fence\"}"}}]},{"role":"tool","tool_call_id":"call_5f518f9cd20843e99d83efdf","content":"Code executed successfully: Created dark interiors for houses\nCreated rocks and debris\nCreated broken fence\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5f14664368e6449f99124ae0","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- VINES ON ROOFS ----\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\nroof_objects = [obj for obj in bpy.data.objects if \\\"roof\\\" in obj.name.lower() and \\\"moss\\\" not in obj.name.lower()]\\nvine_on_roof_count = 0\\n\\nfor roof in roof_objects:\\n    bbox = [roof.matrix_world @ Vector(corner) for corner in roof.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_z = min(v.z for v in bbox)\\n    max_z = max(v.z for v in bbox)\\n    \\n    # Create 3-4 vines draping over roof edges\\n    for v_idx in range(4):\\n        # Pick a side\\n        side = random.choice([0, 1, 2, 3])\\n        cx = center.x\\n        cy = center.y\\n        if side == 0:  # front edge\\n            x = cx + random.uniform(-1, 1)\\n            y = min(v.y for v in bbox) - 0.2\\n        elif side == 1:  # back edge\\n            x = cx + random.uniform(-1, 1)\\n            y = max(v.y for v in bbox) + 0.2\\n        elif side == 2:  # left edge\\n            x = min(v.x for v in bbox) - 0.2\\n            y = cy + random.uniform(-1, 1)\\n        else:\\n            x = max(v.x for v in bbox) + 0.2\\n            y = cy + random.uniform(-1, 1)\\n        \\n        # Vine curve draping from roof\\n        curve_data = bpy.data.curves.new(f\\\"RoofVine_{vine_on_roof_count}\\\", type='CURVE')\\n        curve_data.dimensions = '3D'\\n        curve_data.resolution_u = 4\\n        \\n        spline = curve_data.splines.new('BEZIER')\\n        num_points = 8\\n        spline.bezier_points.add(num_points - 1)\\n        \\n        z_top = max_z - 0.1\\n        z_bottom = min_z - random.uniform(0.5, 1.5)\\n        \\n        for i in range(num_points):\\n            t = i / (num_points - 1)\\n            z = z_top + (z_bottom - z_top) * t\\n            # Drape outward as it goes down\\n            drape = t * 0.3\\n            if side == 0:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y - drape\\n            elif side == 1:\\n                px = x + math.sin(t * 5) * 0.1\\n                py = y + drape\\n            elif side == 2:\\n                px = x - drape\\n                py = y + math.sin(t * 5) * 0.1\\n            else:\\n                px = x + drape\\n                py = y + math.sin(t * 5) * 0.1\\n            \\n            pt = spline.bezier_points[i]\\n            pt.co = (px, py, z)\\n            pt.handle_left = (px - 0.05, py, z)\\n            pt.handle_right = (px + 0.05, py, z)\\n        \\n        curve_data.bevel_depth = 0.015\\n        curve_data.bevel_resolution = 2\\n        \\n        vine_obj = bpy.data.objects.new(f\\\"RoofVine_{vine_on_roof_count}\\\", curve_data)\\n        bpy.context.collection.objects.link(vine_obj)\\n        vine_obj.data.materials.append(vine_mat)\\n        \\n        # Small leaves along\\n        for l in range(6):\\n            t = (l + 1) / 7\\n            lz = z_top + (z_bottom - z_top) * t\\n            drape = t * 0.3\\n            if side == 0:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y - drape + random.uniform(-0.05, 0.05)\\n            elif side == 1:\\n                lx = x + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n                ly = y + drape + random.uniform(-0.05, 0.05)\\n            elif side == 2:\\n                lx = x - drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            else:\\n                lx = x + drape + random.uniform(-0.05, 0.05)\\n                ly = y + math.sin(t * 5) * 0.1 + random.uniform(-0.1, 0.1)\\n            \\n            bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.06, location=(lx, ly, lz))\\n            leaf = bpy.context.active_object\\n            leaf.name = f\\\"RoofVineLeaf_{vine_on_roof_count}_{l}\\\"\\n            leaf.scale = (random.uniform(0.5, 1.0), random.uniform(0.3, 0.6), random.uniform(0.3, 0.5))\\n            leaf.rotation_euler = (random.uniform(0, math.pi), random.uniform(0, math.pi), random.uniform(0, math.pi))\\n            bpy.ops.object.transform_apply(scale=True, rotation=True)\\n            leaf.data.materials.append(vine_mat)\\n        \\n        vine_on_roof_count += 1\\n\\nprint(f\\\"Created {vine_on_roof_count} vines draping from roofs\\\")\\n\\n# ---- GRASS TUFTS (individual blade clusters) ----\\n# Use particle-like approach with simple geometry\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\n\\nfor i in range(60):\\n    x = random.uniform(-22, 22)\\n    y = random.uniform(-22, 22)\\n    if math.sqrt(x*x + y*y) < 1:\\n        continue\\n    \\n    # Create a small grass tuft as a cluster of thin cones\\n    for j in range(random.randint(5, 12)):\\n        ox = random.uniform(-0.15, 0.15)\\n        oy = random.uniform(-0.15, 0.15)\\n        h = random.uniform(0.1, 0.35)\\n        r = random.uniform(0.01, 0.02)\\n        \\n        bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n            location=(x + ox, y + oy, h/2))\\n        blade = bpy.context.active_object\\n        blade.name = f\\\"GrassBlade_{i}_{j}\\\"\\n        blade.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n        bpy.ops.object.transform_apply(rotation=True)\\n        blade.data.materials.append(grass_mat)\\n\\nprint(\\\"Created grass tufts\\\")\\n\", \"user_prompt\": \"Create vines draping from roofs and individual grass tufts\"}"}}]},{"role":"tool","tool_call_id":"call_5f14664368e6449f99124ae0","content":"Code executed successfully: Created 20 vines draping from roofs\nCreated grass tufts\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_c5f8ec1a627a4435aae02061","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# ---- CAMERA ----\\n# Remove existing cameras\\nfor obj in bpy.data.objects:\\n    if obj.type == 'CAMERA':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\nbpy.ops.object.camera_add(location=(14, -16, 9))\\ncam = bpy.context.active_object\\ncam.name = \\\"MainCamera\\\"\\n\\n# Aim at center of village\\ntarget = Vector((0, 0, 2))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 28  # wider lens for more environmental feel\\ncam.data.sensor_width = 36\\n\\nbpy.context.scene.camera = cam\\n\\n# ---- LIGHTING ----\\n# Remove existing lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# Key light: warm low sun\\nbpy.ops.object.light_add(type='SUN', location=(10, -10, 15))\\nkey = bpy.context.active_object\\nkey.name = \\\"KeyLight\\\"\\nkey.data.energy = 2.5\\nkey.data.color = (1.0, 0.85, 0.6)  # warm golden hour\\nkey.rotation_euler = (math.radians(45), math.radians(15), math.radians(30))\\n\\n# Fill light: soft cool sky\\nbpy.ops.object.light_add(type='SUN', location=(-8, 5, 10))\\nfill = bpy.context.active_object\\nfill.name = \\\"FillLight\\\"\\nfill.data.energy = 0.8\\nfill.data.color = (0.5, 0.6, 0.8)  # cool sky\\nfill.rotation_euler = (math.radians(60), math.radians(-20), math.radians(-30))\\n\\n# Ambient via world settings\\nworld = bpy.context.scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    bpy.context.scene.world = world\\n\\nworld.use_nodes = True\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\nwnodes.clear()\\n\\nwoutput = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nwbg = wnodes.new(\\\"ShaderNodeBackground\\\")\\nwbg.inputs['Color'].default_value = (0.3, 0.35, 0.45, 1.0)  # overcast sky\\nwbg.inputs['Strength'].default_value = 0.5\\nwlinks.new(wbg.outputs['Background'], woutput.inputs['Surface'])\\n\\n# ---- RENDER SETTINGS ----\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\n\\n# Color management\\nscene.view_settings.exposure = -0.3\\nscene.view_settings.gamma = 1.0\\n\\nprint(\\\"Camera and lighting set up\\\")\\n\", \"user_prompt\": \"Set up camera and lighting for the abandoned village scene\"}"}}]},{"role":"tool","tool_call_id":"call_c5f8ec1a627a4435aae02061","content":"Code executed successfully: Camera and lighting set up\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e3a306417cd746afb68b450c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\n\\n# ---- FOG/ATMOSPHERE ----\\n# Add a subtle volumetric fog for atmosphere\\nworld = bpy.context.scene.world\\nwnodes = world.node_tree.nodes\\nwlinks = world.node_tree.links\\n\\n# Add volume to world\\nvol_output = wnodes.new(\\\"ShaderNodeOutputWorld\\\")\\nvol_scatter = wnodes.new(\\\"ShaderNodeVolumeScatter\\\")\\nvol_scatter.inputs['Density'].default_value = 0.015\\nvol_scatter.inputs['Color'].default_value = (0.6, 0.65, 0.7, 1.0)\\nwlinks.new(vol_scatter.outputs['Volume'], vol_output.inputs['Volume'])\\n\\nprint(\\\"Added atmospheric fog\\\")\\n\\n# ---- ADD SOME BROKEN TIMBER/PLANKS near houses ----\\nimport random\\nrandom.seed(42)\\n\\nfence_mat = bpy.data.materials[\\\"FenceWood\\\"]\\n\\nfor i in range(15):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        continue\\n    \\n    length = random.uniform(0.5, 2.0)\\n    bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, random.uniform(0.02, 0.08)))\\n    plank = bpy.context.active_object\\n    plank.name = f\\\"Plank_{i}\\\"\\n    plank.scale = (length/2, 0.06, 0.03)\\n    plank.rotation_euler = (0, 0, random.uniform(0, 2 * math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    plank.data.materials.append(fence_mat)\\n\\nprint(\\\"Created scattered planks\\\")\\n\\n# Verify scene\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Total objects in scene: {obj_count}\\\")\\nprint(f\\\"Cameras: {len([o for o in bpy.data.objects if o.type == 'CAMERA'])}\\\")\\nprint(f\\\"Lights: {len([o for o in bpy.data.objects if o.type == 'LIGHT'])}\\\")\\nprint(f\\\"Meshes: {len([o for o in bpy.data.objects if o.type == 'MESH'])}\\\")\\nprint(f\\\"Curves: {len([o for o in bpy.data.objects if o.type == 'CURVE'])}\\\")\\n\", \"user_prompt\": \"Add atmospheric fog and scattered planks\"}"}}]},{"role":"tool","tool_call_id":"call_e3a306417cd746afb68b450c","content":"Code executed successfully: Added atmospheric fog\nCreated scattered planks\nTotal objects in scene: 1103\nCameras: 1\nLights: 2\nMeshes: 1059\nCurves: 41\n"},{"role":"assistant","content":"Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.","tool_calls":[{"id":"call_1f36fbf372d748bba85d1360","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick low-res preview render to check composition\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\n# Render to file\\nscene.render.filepath = \\\"/tmp/village_preview.png\\\"\\nscene.render.image_settings.file_format = 'PNG'\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview rendered\\\")\\n\", \"user_prompt\": \"Render a low-res preview to validate composition\"}"}}]},{"role":"tool","tool_call_id":"call_1f36fbf372d748bba85d1360","content":"Code executed successfully: Preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_851721df6eeb446385fb547e","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let's adjust the camera for a better composition\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Move camera slightly for a better angle - more elevated and showing depth\\ncam.location = (16, -18, 11)\\ntarget = Vector((-1, 0, 1.5))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\n\\ncam.data.lens = 24  # wider for more environmental feel\\n\\nprint(\\\"Camera adjusted\\\")\\n\\n# Also let's add a foreground element - a dead tree or branch in foreground for depth\\nimport random\\nrandom.seed(123)\\n\\nbark_mat = bpy.data.materials[\\\"Bark\\\"]\\nleaf_mat = bpy.data.materials[\\\"Leaf\\\"]\\n\\n# Foreground dead tree (no leaves, just branches)\\nfx, fy, fz = 10, -14, 0\\ntrunk_h = 5\\ntrunk_r = 0.2\\n\\nbpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=trunk_r, depth=trunk_h,\\n    location=(fx, fy, fz + trunk_h/2))\\ntrunk = bpy.context.active_object\\ntrunk.name = \\\"DeadTree_trunk\\\"\\ntrunk.rotation_euler = (math.radians(8), math.radians(3), 0)\\nbpy.ops.object.transform_apply(rotation=True)\\nbpy.ops.object.shade_smooth()\\ntrunk.data.materials.append(bark_mat)\\n\\n# Dead branches\\nfor b in range(8):\\n    bx = fx + random.uniform(-0.3, 0.3)\\n    by = fy + random.uniform(-0.3, 0.3)\\n    bz = trunk_h * random.uniform(0.4, 0.9)\\n    bh = random.uniform(1.5, 3)\\n    br = 0.05\\n    \\n    bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=br, depth=bh,\\n        location=(bx, by, bz + bh/2))\\n    branch = bpy.context.active_object\\n    branch.name = f\\\"DeadTree_branch_{b}\\\"\\n    # Tilt outward\\n    branch.rotation_euler = (random.uniform(-0.5, 0.5), random.uniform(-0.5, 0.5), random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(rotation=True)\\n    bpy.ops.object.shade_smooth()\\n    branch.data.materials.append(bark_mat)\\n\\nprint(\\\"Added foreground dead tree\\\")\\n\", \"user_prompt\": \"Adjust camera and add foreground dead tree for depth\"}"}}]},{"role":"tool","tool_call_id":"call_851721df6eeb446385fb547e","content":"Code executed successfully: Camera adjusted\nAdded foreground dead tree\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_e0aa7f4d2f0b4b079d8c2bdc","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Quick preview again\\nscene = bpy.context.scene\\nscene.render.resolution_x = 512\\nscene.render.resolution_y = 512\\nscene.cycles.samples = 32\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview2.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 2 rendered\\\")\\n\", \"user_prompt\": \"Render second preview to check updated composition\"}"}}]},{"role":"tool","tool_call_id":"call_e0aa7f4d2f0b4b079d8c2bdc","content":"Code executed successfully: Preview 2 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ed11eb78bc2e4ef983e9310c","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\n# Let me add more detail: overgrown grass around house bases, and some \\n# weeds growing through windows\\nrandom.seed(42)\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nvine_mat = bpy.data.materials[\\\"Vine\\\"]\\n\\n# Grass/weeds growing through window openings\\nwall_objects = [obj for obj in bpy.data.objects if \\\"walls\\\" in obj.name.lower()]\\n\\nfor wall in wall_objects:\\n    bbox = [wall.matrix_world @ Vector(corner) for corner in wall.bound_box]\\n    center = sum(bbox, Vector()) / len(bbox)\\n    min_y = min(v.y for v in bbox)\\n    max_y = max(v.y for v in bbox)\\n    min_x = min(v.x for v in bbox)\\n    max_x = max(v.x for v in bbox)\\n    min_z = min(v.z for v in bbox)\\n    \\n    # Weeds at the base of walls\\n    for w in range(15):\\n        side = random.choice(['front', 'back', 'left', 'right'])\\n        if side == 'front':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = min_y - 0.1\\n        elif side == 'back':\\n            wx = random.uniform(min_x + 0.5, max_x - 0.5)\\n            wy = max_y + 0.1\\n        elif side == 'left':\\n            wx = min_x - 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        else:\\n            wx = max_x + 0.1\\n            wy = random.uniform(min_y + 0.5, max_y - 0.5)\\n        \\n        # Small weed tufts at wall base\\n        for j in range(random.randint(3, 7)):\\n            ox = random.uniform(-0.15, 0.15)\\n            oy = random.uniform(-0.1, 0.1)\\n            h = random.uniform(0.1, 0.3)\\n            r = 0.012\\n            bpy.ops.mesh.primitive_cone_add(vertices=4, radius1=r, radius2=0, depth=h,\\n                location=(wx + ox, wy + oy, h/2))\\n            weed = bpy.context.active_object\\n            weed.name = f\\\"Weed_{wall.name}_{w}_{j}\\\"\\n            weed.rotation_euler = (random.uniform(-0.3, 0.3), random.uniform(-0.3, 0.3), random.uniform(0, 2*math.pi))\\n            bpy.ops.object.transform_apply(rotation=True)\\n            weed.data.materials.append(grass_mat)\\n\\nprint(\\\"Created weeds at wall bases\\\")\\n\\n# Reduce fog density slightly - it might be too heavy\\nworld = bpy.context.scene.world\\nfor node in world.node_tree.nodes:\\n    if node.name == \\\"Volume Scatter\\\":\\n        node.inputs['Density'].default_value = 0.008\\n        print(\\\"Adjusted fog density\\\")\\n\\n# Make sure render settings are correct for final\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.3\\n\\nprint(\\\"Final settings applied\\\")\\n\", \"user_prompt\": \"Add weeds at wall bases and adjust fog and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_ed11eb78bc2e4ef983e9310c","content":"Code executed successfully: Created weeds at wall bases\nAdjusted fog density\nFinal settings applied\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ab78b7ab0348434eac048679","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview at higher quality\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final_preview.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final preview rendered\\\")\\n\", \"user_prompt\": \"Render final high-quality preview\"}"}}]},{"role":"tool","tool_call_id":"call_ab78b7ab0348434eac048679","content":"Code executed successfully: Final preview rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_0a7e8daa1c8d4a5ba910f731","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\n# Let's enhance the scene further with some additional details\\n\\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    # Slightly bend the panel\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Add wildflowers/flowers (small colored spheres)\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"Flower_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    bsdf.inputs['Subsurface Weight'].default_value = 0.1\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    # Small flower (tiny icosphere on a stem)\\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# 3. Enhance ground near houses with dirt paths\\nground_mat = bpy.data.materials[\\\"GroundMat\\\"]\\n\\n# Final scene stats\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels, wildflowers, and additional details\"}"}}]},{"role":"tool","tool_call_id":"call_0a7e8daa1c8d4a5ba910f731","content":"Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_6526f6b795ef43b593714fad","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nimport random\\nfrom mathutils import Vector\\n\\nrandom.seed(42)\\n\\ngrass_mat = bpy.data.materials[\\\"Grass\\\"]\\nroof_mat = bpy.data.materials[\\\"RustedRoof\\\"]\\n\\n# 1. Fallen roof panels\\nfor i in range(8):\\n    x = random.uniform(-12, 12)\\n    y = random.uniform(-12, 12)\\n    if abs(x) < 2 and abs(y) < 2:\\n        x += 4\\n    \\n    bpy.ops.mesh.primitive_plane_add(size=1, location=(x, y, 0.03))\\n    panel = bpy.context.active_object\\n    panel.name = f\\\"FallenPanel_{i}\\\"\\n    panel.scale = (random.uniform(0.8, 1.5), random.uniform(0.3, 0.5), 1)\\n    panel.rotation_euler = (0, 0, random.uniform(0, 2*math.pi))\\n    bpy.ops.object.transform_apply(scale=True, rotation=True)\\n    \\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.subdivide(number_cuts=3)\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    for v in panel.data.vertices:\\n        v.co.z += math.sin(v.co.x * 3) * 0.05 + random.uniform(-0.02, 0.02)\\n    \\n    panel.data.materials.append(roof_mat)\\n    bpy.ops.object.shade_smooth()\\n\\nprint(\\\"Created fallen roof panels\\\")\\n\\n# 2. Wildflowers\\nflower_colors = [\\n    (0.8, 0.6, 0.2, 1),  # yellow\\n    (0.7, 0.3, 0.3, 1),  # red\\n    (0.5, 0.4, 0.7, 1),  # purple\\n    (0.9, 0.8, 0.9, 1),  # white\\n]\\n\\nfor i in range(50):\\n    x = random.uniform(-20, 20)\\n    y = random.uniform(-20, 20)\\n    if math.sqrt(x*x + y*y) < 3:\\n        continue\\n    \\n    color = random.choice(flower_colors)\\n    flower_mat = bpy.data.materials.new(f\\\"FlowerMat_{i}\\\")\\n    flower_mat.use_nodes = True\\n    nodes = flower_mat.node_tree.nodes\\n    links = flower_mat.node_tree.links\\n    nodes.clear()\\n    \\n    output = nodes.new(\\\"ShaderNodeOutputMaterial\\\")\\n    bsdf = nodes.new(\\\"ShaderNodeBsdfPrincipled\\\")\\n    bsdf.inputs['Base Color'].default_value = color\\n    bsdf.inputs['Roughness'].default_value = 0.7\\n    links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])\\n    \\n    fz = random.uniform(0.1, 0.25)\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=1, radius=0.04, location=(x, y, fz))\\n    flower = bpy.context.active_object\\n    flower.name = f\\\"Flower_{i}\\\"\\n    flower.data.materials.append(flower_mat)\\n    \\n    # Stem\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=0.005, depth=fz,\\n        location=(x, y, fz/2))\\n    stem = bpy.context.active_object\\n    stem.name = f\\\"FlowerStem_{i}\\\"\\n    stem.data.materials.append(grass_mat)\\n\\nprint(\\\"Created wildflowers\\\")\\n\\n# Final count\\nobj_count = len(bpy.data.objects)\\nprint(f\\\"Final total objects: {obj_count}\\\")\\n\", \"user_prompt\": \"Add fallen roof panels and wildflowers\"}"}}]},{"role":"tool","tool_call_id":"call_6526f6b795ef43b593714fad","content":"Code executed successfully: Created fallen roof panels\nCreated wildflowers\nFinal total objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_2f62fdb469c845969444256f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final preview render\\nscene = bpy.context.scene\\nscene.render.resolution_x = 768\\nscene.render.resolution_y = 768\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_preview3.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Preview 3 rendered\\\")\\n\", \"user_prompt\": \"Render preview 3 to check all additions\"}"}}]},{"role":"tool","tool_call_id":"call_2f62fdb469c845969444256f","content":"Code executed successfully: Preview 3 rendered\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_b7c80ad8c700470fb9020d3f","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\\ncam = bpy.data.objects[\\\"MainCamera\\\"]\\n\\n# Position camera for a more immersive, slightly lower angle\\ncam.location = (15, -17, 8)\\ntarget = Vector((-1, 0, 1.8))\\ndirection = target - cam.location\\nrot_quat = direction.to_track_quat('-Z', 'Y')\\ncam.rotation_euler = rot_quat.to_euler()\\ncam.data.lens = 26\\n\\n# Ensure final render settings\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.film_transparent = False\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = -0.2\\n\\n# Make sure save path is set\\nbpy.context.scene.render.filepath = \\\"/tmp/village_final.png\\\"\\n\\nprint(\\\"Final setup complete\\\")\\nprint(f\\\"Camera location: {cam.location}\\\")\\nprint(f\\\"Camera rotation: {cam.rotation_euler}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\n\", \"user_prompt\": \"Finalize camera angle and render settings\"}"}}]},{"role":"tool","tool_call_id":"call_b7c80ad8c700470fb9020d3f","content":"Code executed successfully: Final setup complete\nCamera location: <Vector (15.0000, -17.0000, 8.0000)>\nCamera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>\nRender engine: CYCLES\nResolution: 1536x1536\nSamples: 64\nDenoising: True\nView transform: Filmic\nTotal objects: 1614\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_7b1e805ddd644698acb95961","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Do a final render at full resolution\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\n\\nscene.render.filepath = \\\"/tmp/village_final.png\\\"\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Final render complete\\\")\\n\", \"user_prompt\": \"Render final full-quality image\"}"}}]},{"role":"tool","tool_call_id":"call_7b1e805ddd644698acb95961","content":"Code executed successfully: Final render complete\n"},{"role":"assistant","content":"The scene is complete. Let me verify everything is saved properly.","tool_calls":[{"id":"call_9d0f072387ad44b29996495d","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Verify scene is saved\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Scene name: {scene.name}\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Exposure: {scene.view_settings.exposure}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\nprint(f\\\"Camera location: {scene.camera.location}\\\")\\nprint(f\\\"Camera lens: {scene.camera.data.lens}mm\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save the file\\nbpy.ops.wm.save_as_mainfile(filepath=\\\"/tmp/abandoned_village.blend\\\")\\nprint(\\\"\\\\nScene saved successfully!\\\")\\n\", \"user_prompt\": \"Verify scene and save\"}"}}]},{"role":"tool","tool_call_id":"call_9d0f072387ad44b29996495d","content":"Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file C:\\Users\\gruku\\Files\\Projects\\Blender-Bench\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or directory\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_5380b438061440b5af59e32b","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Verify scene\\nscene = bpy.context.scene\\nprint(\\\"=== SCENE VERIFICATION ===\\\")\\nprint(f\\\"Render engine: {scene.render.engine}\\\")\\nprint(f\\\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {scene.cycles.samples}\\\")\\nprint(f\\\"Denoising: {scene.cycles.use_denoising}\\\")\\nprint(f\\\"View transform: {scene.view_settings.view_transform}\\\")\\nprint(f\\\"Camera: {scene.camera.name}\\\")\\n\\n# Count objects by type\\nmeshes = [o for o in bpy.data.objects if o.type == 'MESH']\\ncurves = [o for o in bpy.data.objects if o.type == 'CURVE']\\nlights = [o for o in bpy.data.objects if o.type == 'LIGHT']\\ncameras = [o for o in bpy.data.objects if o.type == 'CAMERA']\\nprint(f\\\"\\\\nMeshes: {len(meshes)}\\\")\\nprint(f\\\"Curves: {len(curves)}\\\")\\nprint(f\\\"Lights: {len(lights)}\\\")\\nprint(f\\\"Cameras: {len(cameras)}\\\")\\nprint(f\\\"Materials: {len(bpy.data.materials)}\\\")\\n\\n# Check key elements exist\\nhouses = [o for o in bpy.data.objects if \\\"walls\\\" in o.name.lower() or \\\"roof\\\" in o.name.lower()]\\nvines = [o for o in bpy.data.objects if \\\"vine\\\" in o.name.lower()]\\ngrass = [o for o in bpy.data.objects if \\\"grass\\\" in o.name.lower() or \\\"weed\\\" in o.name.lower()]\\ntrees = [o for o in bpy.data.objects if \\\"tree\\\" in o.name.lower() or \\\"crown\\\" in o.name.lower()]\\nprint(f\\\"\\\\nHouses (walls+roofs): {len(houses)}\\\")\\nprint(f\\\"Vines: {len(vines)}\\\")\\nprint(f\\\"Grass/weeds: {len(grass)}\\\")\\nprint(f\\\"Trees: {len(trees)}\\\")\\n\\n# Save to default location\\nbpy.ops.wm.save_as_mainfile()\\nprint(\\\"\\\\nScene saved!\\\")\\n\", \"user_prompt\": \"Verify scene and save to default location\"}"}}]},{"role":"tool","tool_call_id":"call_5380b438061440b5af59e32b","content":"Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset \"filepath\" property\n"},{"role":"assistant","content":null,"tool_calls":[{"id":"call_ecde1fe560d1480dbf1cb132","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Save to the working directory\\nimport os\\nsave_path = os.path.join(os.getcwd(), \\\"abandoned_village.blend\\\")\\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\\nprint(f\\\"Scene saved to: {save_path}\\\")\\n\", \"user_prompt\": \"Save scene file\"}"}}]},{"role":"tool","tool_call_id":"call_ecde1fe560d1480dbf1cb132","content":"Code executed successfully: Info: Saved as \"abandoned_village.blend\"\nScene saved to: C:\\Users\\gruku\\Files\\Projects\\Blender-Bench\\apps\\console\\abandoned_village.blend\n"},{"role":"assistant","content":"The scene is complete and saved. Let me verify the final render was produced correctly by doing a quick check.","tool_calls":[{"id":"call_b735738ef5be4800b1895891","type":"function","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\n\\n# Final verification - list all key scene elements\\nprint(\\\"=== FINAL SCENE SUMMARY ===\\\")\\nprint(f\\\"Total objects: {len(bpy.data.objects)}\\\")\\nprint(f\\\"Total materials: {len(bpy.data.materials)}\\\")\\nprint(f\\\"\\\\nLights:\\\")\\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\\n    print(f\\\"  {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}\\\")\\nprint(f\\\"\\\\nCamera: {bpy.context.scene.camera.name}\\\")\\nprint(f\\\"  Location: {bpy.context.scene.camera.location}\\\")\\nprint(f\\\"  Lens: {bpy.context.scene.camera.data.lens}mm\\\")\\nprint(f\\\"\\\\nRender: {bpy.context.scene.render.engine}, {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\")\\nprint(f\\\"Cycles: {bpy.context.scene.cycles.samples} samples, denoising={bpy.context.scene.cycles.use_denoising}\\\")\\n\\n# Key scene elements\\nhouse_walls = [o for o in bpy.data.objects if \\\"_walls\\\" in o.name]\\nhouse_roofs = [o for o in bpy.data.objects if \\\"_roof\\\" in o.name and \\\"moss\\\" not in o.name.lower()]\\nprint(f\\\"\\\\nHouses: {len(house_walls)} (walls), {len(house_roofs)} (roofs)\\\")\\nfor h in house_walls:\\n    print(f\\\"  {h.name}\\\")\\n    \\nprint(f\\\"\\\\nWorld background: {bpy.context.scene.world.node_tree.nodes}\\\")\\n\", \"user_prompt\": \"Final scene verification\"}"}}]},{"role":"tool","tool_call_id":"call_b735738ef5be4800b1895891","content":"Code executed successfully: === FINAL SCENE SUMMARY ===\nTotal objects: 1614\nTotal materials: 62\n\nLights:\n  FillLight: type=SUN, energy=0.800000011920929, color=<Color (r=0.5000, g=0.6000, b=0.8000)>\n  KeyLight: type=SUN, energy=2.5, color=<Color (r=1.0000, g=0.8500, b=0.6000)>\n\nCamera: MainCamera\n  Location: <Vector (15.0000, -17.0000, 8.0000)>\n  Lens: 26.0mm\n\nRender: CYCLES, 1536x1536\nCycles: 64 samples, denoising=True\n\nHouses: 389 (walls), 5 (roofs)\n  House1_walls\n  House2_walls\n  House3_walls\n  House4_walls\n  House5_walls\n  Weed_House1_walls_0_0\n  Weed_House1_walls_0_1\n  Weed_House1_walls_0_2\n  Weed_House1_walls_0_3\n  Weed_House1_walls_0_4\n  Weed_House1_walls_10_0\n  Weed_House1_walls_10_1\n  Weed_House1_walls_10_2\n  Weed_House1_walls_10_3\n  Weed_House1_walls_10_4\n  Weed_House1_walls_11_0\n  Weed_House1_walls_11_1\n  Weed_House1_walls_11_2\n  Weed_House1_walls_11_3\n  Weed_House1_walls_11_4\n  Weed_House1_walls_11_5\n  Weed_House1_walls_11_6\n  Weed_House1_walls_12_0\n  Weed_House1_walls_12_1\n  Weed_House1_walls_12_2\n  Weed_House1_walls_12_3\n  Weed_House1_walls_13_0\n  Weed_House1_walls_13_1\n  Weed_House1_walls_13_2\n  Weed_House1_walls_13_3\n  Weed_House1_walls_14_0\n  Weed_House1_walls_14_1\n  Weed_House1_walls_14_2\n  Weed_House1_walls_14_3\n  Weed_House1_walls_14_4\n  Weed_House1_walls_1_0\n  Weed_House1_walls_1_1\n  Weed_House1_walls_1_2\n  Weed_House1_walls_1_3\n  Weed_House1_walls_1_4\n  Weed_House1_walls_1_5\n  Weed_House1_walls_2_0\n  Weed_House1_walls_2_1\n  Weed_House1_walls_2_2\n  Weed_House1_walls_2_3\n  Weed_House1_walls_2_4\n  Weed_House1_walls_2_5\n  Weed_House1_walls_3_0\n  Weed_House1_walls_3_1\n  Weed_House1_walls_3_2\n  Weed_House1_walls_3_3\n  Weed_House1_walls_4_0\n  Weed_House1_walls_4_1\n  Weed_House1_walls_4_2\n  Weed_House1_walls_4_3\n  Weed_House1_walls_4_4\n  Weed_House1_walls_4_5\n  Weed_House1_walls_5_0\n  Weed_House1_walls_5_1\n  Weed_House1_walls_5_2\n  Weed_House1_walls_5_3\n  Weed_House1_walls_5_4\n  Weed_House1_walls_5_5\n  Weed_House1_walls_6_0\n  Weed_House1_walls_6_1\n  Weed_House1_walls_6_2\n  Weed_House1_walls_6_3\n  Weed_House1_walls_6_4\n  Weed_House1_walls_7_0\n  Weed_House1_walls_7_1\n  Weed_House1_walls_7_2\n  Weed_House1_walls_8_0\n  Weed_House1_walls_8_1\n  Weed_House1_walls_8_2\n  Weed_House1_walls_9_0\n  Weed_House1_walls_9_1\n  Weed_House1_walls_9_2\n  Weed_House1_walls_9_3\n  Weed_House1_walls_9_4\n  Weed_House2_walls_0_0\n  Weed_House2_walls_0_1\n  Weed_House2_walls_0_2\n  Weed_House2_walls_0_3\n  Weed_House2_walls_0_4\n  Weed_House2_walls_10_0\n  Weed_House2_walls_10_1\n  Weed_House2_walls_10_2\n  Weed_House2_walls_10_3\n  Weed_House2_walls_10_4\n  Weed_House2_walls_10_5\n  Weed_House2_walls_11_0\n  Weed_House2_walls_11_1\n  Weed_House2_walls_11_2\n  Weed_House2_walls_11_3\n  Weed_House2_walls_11_4\n  Weed_House2_walls_12_0\n  Weed_House2_walls_12_1\n  Weed_House2_walls_12_2\n  Weed_House2_walls_12_3\n  Weed_House2_walls_13_0\n  Weed_House2_walls_13_1\n  Weed_House2_walls_13_2\n  Weed_House2_walls_13_3\n  Weed_House2_walls_13_4\n  Weed_House2_walls_13_5\n  Weed_House2_walls_14_0\n  Weed_House2_walls_14_1\n  Weed_House2_walls_14_2\n  Weed_House2_walls_14_3\n  Weed_House2_walls_14_4\n  Weed_House2_walls_14_5\n  Weed_House2_walls_1_0\n  Weed_House2_walls_1_1\n  Weed_House2_walls_1_2\n  Weed_House2_walls_2_0\n  Weed_House2_walls_2_1\n  Weed_House2_walls_2_2\n  Weed_House2_walls_2_3\n  Weed_House2_walls_2_4\n  Weed_House2_walls_2_5\n  Weed_House2_walls_2_6\n  Weed_House2_walls_3_0\n  Weed_House2_walls_3_1\n  Weed_House2_walls_3_2\n  Weed_House2_walls_3_3\n  Weed_House2_walls_3_4\n  Weed_House2_walls_3_5\n  Weed_House2_walls_4_0\n  Weed_House2_walls_4_1\n  Weed_House2_walls_4_2\n  Weed_House2_walls_4_3\n  Weed_House2_walls_4_4\n  Weed_House2_walls_4_5\n  Weed_House2_walls_5_0\n  Weed_House2_walls_5_1\n  Weed_House2_walls_5_2\n  Weed_House2_walls_5_3\n  Weed_House2_walls_5_4\n  Weed_House2_walls_5_5\n  Weed_House2_walls_5_6\n  Weed_House2_walls_6_0\n  Weed_House2_walls_6_1\n  Weed_House2_walls_6_2\n  Weed_House2_walls_6_3\n  Weed_House2_walls_6_4\n  Weed_House2_walls_7_0\n  Weed_House2_walls_7_1\n  Weed_House2_walls_7_2\n  Weed_House2_walls_7_3\n  Weed_House2_walls_7_4\n  Weed_House2_walls_7_5\n  Weed_House2_walls_8_0\n  Weed_House2_walls_8_1\n  Weed_House2_walls_8_2\n  Weed_House2_walls_8_3\n  Weed_House2_walls_8_4\n  Weed_House2_walls_9_0\n  Weed_House2_walls_9_1\n  Weed_House2_walls_9_2\n  Weed_House2_walls_9_3\n  Weed_House3_walls_0_0\n  Weed_House3_walls_0_1\n  Weed_House3_walls_0_2\n  Weed_House3_walls_0_3\n  Weed_House3_walls_10_0\n  Weed_House3_walls_10_1\n  Weed_House3_walls_10_2\n  Weed_House3_walls_10_3\n  Weed_House3_walls_10_4\n  Weed_House3_walls_11_0\n  Weed_House3_walls_11_1\n  Weed_House3_walls_11_2\n  Weed_House3_walls_11_3\n  Weed_House3_walls_11_4\n  Weed_House3_walls_12_0\n  Weed_House3_walls_12_1\n  Weed_House3_walls_12_2\n  Weed_House3_walls_12_3\n  Weed_House3_walls_12_4\n  Weed_House3_walls_12_5\n  Weed_House3_walls_13_0\n  Weed_House3_walls_13_1\n  Weed_House3_walls_13_2\n  Weed_House3_walls_13_3\n  Weed_House3_walls_13_4\n  Weed_House3_walls_14_0\n  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Weed_House4_walls_13_3\n  Weed_House4_walls_13_4\n  Weed_House4_walls_13_5\n  Weed_House4_walls_13_6\n  Weed_House4_walls_14_0\n  Weed_House4_walls_14_1\n  Weed_House4_walls_14_2\n  Weed_House4_walls_14_3\n  Weed_House4_walls_14_4\n  Weed_House4_walls_1_0\n  Weed_House4_walls_1_1\n  Weed_House4_walls_1_2\n  Weed_House4_walls_2_0\n  Weed_House4_walls_2_1\n  Weed_House4_walls_2_2\n  Weed_House4_walls_2_3\n  Weed_House4_walls_2_4\n  Weed_House4_walls_2_5\n  Weed_House4_walls_2_6\n  Weed_House4_walls_3_0\n  Weed_House4_walls_3_1\n  Weed_House4_walls_3_2\n  Weed_House4_walls_3_3\n  Weed_House4_walls_3_4\n  Weed_House4_walls_3_5\n  Weed_House4_walls_4_0\n  Weed_House4_walls_4_1\n  Weed_House4_walls_4_2\n  Weed_House4_walls_4_3\n  Weed_House4_walls_4_4\n  Weed_House4_walls_4_5\n  Weed_House4_walls_5_0\n  Weed_House4_walls_5_1\n  Weed_House4_walls_5_2\n  Weed_House4_walls_5_3\n  Weed_House4_walls_5_4\n  Weed_House4_walls_5_5\n  Weed_House4_walls_5_6\n  Weed_House4_walls_6_0\n  Weed_House4_walls_6_1\n  Weed_House4_walls_6_2\n  Weed_House4_walls_6_3\n  Weed_House4_walls_6_4\n  Weed_House4_walls_6_5\n  Weed_House4_walls_6_6\n  Weed_House4_walls_7_0\n  Weed_House4_walls_7_1\n  Weed_House4_walls_7_2\n  Weed_House4_walls_7_3\n  Weed_House4_walls_7_4\n  Weed_House4_walls_8_0\n  Weed_House4_walls_8_1\n  Weed_House4_walls_8_2\n  Weed_House4_walls_8_3\n  Weed_House4_walls_9_0\n  Weed_House4_walls_9_1\n  Weed_House4_walls_9_2\n  Weed_House4_walls_9_3\n  Weed_House4_walls_9_4\n  Weed_House5_walls_0_0\n  Weed_House5_walls_0_1\n  Weed_House5_walls_0_2\n  Weed_House5_walls_0_3\n  Weed_House5_walls_10_0\n  Weed_House5_walls_10_1\n  Weed_House5_walls_10_2\n  Weed_House5_walls_10_3\n  Weed_House5_walls_10_4\n  Weed_House5_walls_11_0\n  Weed_House5_walls_11_1\n  Weed_House5_walls_11_2\n  Weed_House5_walls_12_0\n  Weed_House5_walls_12_1\n  Weed_House5_walls_12_2\n  Weed_House5_walls_13_0\n  Weed_House5_walls_13_1\n  Weed_House5_walls_13_2\n  Weed_House5_walls_13_3\n  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call (for telemetry)\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name"],"title":"get_object_infoArguments","type":"object"}}},{"type":"function","function":{"name":"execute_blender_code","description":"\n    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.\n\n    Parameters:\n    - code: The Python code to execute\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"code":{"title":"Code","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["code"],"title":"execute_blender_codeArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_categories","description":"\n    Get a list of categories for a specific asset type on Polyhaven.\n\n    Parameters:\n    - asset_type: The type of asset to get categories for (hdris, textures, models, all)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n    ","parameters":{"properties":{"asset_type":{"default":"hdris","title":"Asset Type","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_categoriesArguments","type":"object"}}},{"type":"function","function":{"name":"search_polyhaven_assets","description":"\n    Search for assets on Polyhaven with optional filtering.\n\n    Parameters:\n    - asset_type: Type of assets to search for (hdris, textures, models, all)\n    - categories: Optional comma-separated list of categories to filter by\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a list of matching assets with basic information.\n    ","parameters":{"properties":{"asset_type":{"default":"all","title":"Asset Type","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"search_polyhaven_assetsArguments","type":"object"}}},{"type":"function","function":{"name":"download_polyhaven_asset","description":"\n    Download and import a Polyhaven asset into Blender.\n\n    Parameters:\n    - asset_id: The ID of the asset to download\n    - asset_type: The type of asset (hdris, textures, models)\n    - resolution: The resolution to download (e.g., 1k, 2k, 4k)\n    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)\n    - user_prompt: The original user prompt that led to this tool call (for telemetry)\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"asset_id":{"title":"Asset Id","type":"string"},"asset_type":{"title":"Asset Type","type":"string"},"resolution":{"default":"1k","title":"Resolution","type":"string"},"file_format":{"default":null,"title":"File Format","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["asset_id","asset_type"],"title":"download_polyhaven_assetArguments","type":"object"}}},{"type":"function","function":{"name":"set_texture","description":"\n    Apply a previously downloaded Polyhaven texture to an object.\n    \n    Parameters:\n    - object_name: Name of the object to apply the texture to\n    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)\n    \n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"object_name":{"title":"Object Name","type":"string"},"texture_id":{"title":"Texture Id","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["object_name","texture_id"],"title":"set_textureArguments","type":"object"}}},{"type":"function","function":{"name":"get_polyhaven_status","description":"\n    Check if PolyHaven integration is enabled in Blender.\n    Returns a message indicating whether PolyHaven features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_polyhaven_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_hyper3d_status","description":"\n    Check if Hyper3D Rodin integration is enabled in Blender.\n    Returns a message indicating whether Hyper3D Rodin features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hyper3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_status","description":"\n    Check if Sketchfab integration is enabled in Blender.\n    Returns a message indicating whether Sketchfab features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_sketchfab_statusArguments","type":"object"}}},{"type":"function","function":{"name":"search_sketchfab_models","description":"\n    Search for models on Sketchfab with optional filtering.\n\n    Parameters:\n    - query: Text to search for\n    - categories: Optional comma-separated list of categories\n    - count: Maximum number of results to return (default 20)\n    - downloadable: Whether to include only downloadable models (default True)\n\n    Returns a formatted list of matching models.\n    ","parameters":{"properties":{"query":{"title":"Query","type":"string"},"categories":{"default":null,"title":"Categories","type":"string"},"count":{"default":20,"title":"Count","type":"integer"},"downloadable":{"default":true,"title":"Downloadable","type":"boolean"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["query"],"title":"search_sketchfab_modelsArguments","type":"object"}}},{"type":"function","function":{"name":"get_sketchfab_model_preview","description":"\n    Get a preview thumbnail of a Sketchfab model by its UID.\n    Use this to visually confirm a model before downloading.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)\n    \n    Returns the model's thumbnail as an Image for visual confirmation.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid"],"title":"get_sketchfab_model_previewArguments","type":"object"}}},{"type":"function","function":{"name":"download_sketchfab_model","description":"\n    Download and import a Sketchfab model by its UID.\n    The model will be scaled so its largest dimension equals target_size.\n    \n    Parameters:\n    - uid: The unique identifier of the Sketchfab model\n    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.\n                  You must specify the desired size for the model.\n                  Examples:\n                  - Chair: target_size=1.0 (1 meter tall)\n                  - Table: target_size=0.75 (75cm tall)\n                  - Car: target_size=4.5 (4.5 meters long)\n                  - Person: target_size=1.7 (1.7 meters tall)\n                  - Small object (cup, phone): target_size=0.1 to 0.3\n    \n    Returns a message with import details including object names, dimensions, and bounding box.\n    The model must be downloadable and you must have proper access rights.\n    ","parameters":{"properties":{"uid":{"title":"Uid","type":"string"},"target_size":{"title":"Target Size","type":"number"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["uid","target_size"],"title":"download_sketchfab_modelArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_text","description":"\n    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n\n    Parameters:\n    - text_prompt: A short description of the desired model in **English**.\n    - 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.\n\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"text_prompt":{"title":"Text Prompt","type":"string"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"required":["text_prompt"],"title":"generate_hyper3d_model_via_textArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hyper3d_model_via_images","description":"\n    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.\n    The 3D asset has built-in materials.\n    The generated model has a normalized size, so re-scaling after generation can be useful.\n    \n    Parameters:\n    - 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.\n    - 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.\n    - 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.\n\n    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.\n    Returns a message indicating success or failure.\n    ","parameters":{"properties":{"input_image_paths":{"default":null,"items":{"type":"string"},"title":"Input Image Paths","type":"array"},"input_image_urls":{"default":null,"items":{"type":"string"},"title":"Input Image Urls","type":"array"},"bbox_condition":{"default":null,"items":{"type":"number"},"title":"Bbox Condition","type":"array"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hyper3d_model_via_imagesArguments","type":"object"}}},{"type":"function","function":{"name":"poll_rodin_job_status","description":"\n    Check if the Hyper3D Rodin generation task is completed.\n\n    For Hyper3D Rodin mode MAIN_SITE:\n        Parameters:\n        - subscription_key: The subscription_key given in the generate model step.\n\n        Returns a list of status. The task is done if all status are \"Done\".\n        If \"Failed\" showed up, the generating process failed.\n        This is a polling API, so only proceed if the status are finally determined (\"Done\" or \"Canceled\").\n\n    For Hyper3D Rodin mode FAL_AI:\n        Parameters:\n        - request_id: The request_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"COMPLETED\".\n        The task is in progress if status is \"IN_PROGRESS\".\n        If status other than \"COMPLETED\", \"IN_PROGRESS\", \"IN_QUEUE\" showed up, the generating process might be failed.\n        This is a polling API, so only proceed if the status are finally determined (\"COMPLETED\" or some failed state).\n    ","parameters":{"properties":{"subscription_key":{"default":null,"title":"Subscription Key","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"title":"poll_rodin_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset","description":"\n    Import the asset generated by Hyper3D Rodin after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.\n    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.\n\n    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"task_uuid":{"default":null,"title":"Task Uuid","type":"string"},"request_id":{"default":null,"title":"Request Id","type":"string"}},"required":["name"],"title":"import_generated_assetArguments","type":"object"}}},{"type":"function","function":{"name":"get_hunyuan3d_status","description":"\n    Check if Hunyuan3D integration is enabled in Blender.\n    Returns a message indicating whether Hunyuan3D features are available.\n    ","parameters":{"properties":{"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"get_hunyuan3d_statusArguments","type":"object"}}},{"type":"function","function":{"name":"generate_hunyuan3d_model","description":"\n    Generate 3D asset using Hunyuan3D by providing either text description, image reference, \n    or both for the desired asset, and import the asset into Blender.\n    The 3D asset has built-in materials.\n    \n    Parameters:\n    - text_prompt: (Optional) A short description of the desired model in English/Chinese.\n    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.\n\n    Returns: \n    - When successful, returns a JSON with job_id (format: \"job_xxx\") indicating the task is in progress\n    - When the job completes, the status will change to \"DONE\" indicating the model has been imported\n    - Returns error message if the operation fails\n    ","parameters":{"properties":{"text_prompt":{"default":null,"title":"Text Prompt","type":"string"},"input_image_url":{"default":null,"title":"Input Image Url","type":"string"},"user_prompt":{"default":"","title":"User Prompt","type":"string"}},"title":"generate_hunyuan3d_modelArguments","type":"object"}}},{"type":"function","function":{"name":"poll_hunyuan_job_status","description":"\n    Check if the Hunyuan3D generation task is completed.\n\n    For Hunyuan3D:\n        Parameters:\n        - job_id: The job_id given in the generate model step.\n\n        Returns the generation task status. The task is done if status is \"DONE\".\n        The task is in progress if status is \"RUN\".\n        If status is \"DONE\", returns ResultFile3Ds, which is the generated ZIP model path\n        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.\n        This is a polling API, so only proceed if the status are finally determined (\"DONE\" or some failed state).\n    ","parameters":{"properties":{"job_id":{"default":null,"title":"Job Id","type":"string"}},"title":"poll_hunyuan_job_statusArguments","type":"object"}}},{"type":"function","function":{"name":"import_generated_asset_hunyuan","description":"\n    Import the asset generated by Hunyuan3D after the generation task is completed.\n\n    Parameters:\n    - name: The name of the object in scene\n    - zip_file_url: The zip_file_url given in the generate model step.\n\n    Return if the asset has been imported successfully.\n    ","parameters":{"properties":{"name":{"title":"Name","type":"string"},"zip_file_url":{"title":"Zip File Url","type":"string"}},"required":["name","zip_file_url"],"title":"import_generated_asset_hunyuanArguments","type":"object"}}}]}"}, "response": {"status_code": 200, "headers": {"date": "Wed, 15 Jul 2026 05:33:23 GMT", "content-type": "application/json", "transfer-encoding": "chunked", "connection": "keep-alive", "access-control-allow-origin": "*", "x-generation-id": "gen-1784093600-MzllnWrp1lbwhWEJOVxu", "access-control-expose-headers": "X-Generation-Id,X-Provider-Name,cf-ray", "set-cookie": "[REDACTED]", "permissions-policy": "payment=(self \"https://checkout.stripe.com\" \"https://connect-js.stripe.com\" \"https://js.stripe.com\" \"https://*.js.stripe.com\" \"https://hooks.stripe.com\")", "referrer-policy": "no-referrer, strict-origin-when-cross-origin", "x-content-type-options": "nosniff", "content-encoding": "gzip", "server": "cloudflare", "cf-ray": "a1b6644c0cdee548-MAD"}, "body": "\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n\n         \n{\"id\":\"gen-1784093600-MzllnWrp1lbwhWEJOVxu\",\"object\":\"chat.completion\",\"created\":1784093600,\"model\":\"z-ai/glm-5.2\",\"provider\":\"StreamLake\",\"system_fingerprint\":null,\"service_tier\":null,\"choices\":[{\"index\":0,\"logprobs\":null,\"finish_reason\":\"stop\",\"native_finish_reason\":\"stop\",\"message\":{\"role\":\"assistant\",\"content\":\"The scene is complete and saved. Here's a summary of what was built:\\n\\n**Abandoned Village Reclaimed by Nature** — 1,614 objects, 62 procedural materials\\n\\n**Architecture:**\\n- 5 weathered houses with faded, stained plaster walls\\n- Window and door cutouts revealing dark interiors\\n- Corrugated rusted metal gable roofs with surface displacement and bump detail\\n- Dark wooden interior boxes visible through broken windows\\n- A broken fence with missing and leaning posts\\n\\n**Nature's Reclamation:**\\n- 21 vines with leaves creeping up house walls\\n- 20 vines draping over roof edges with leaves\\n- Moss patches on rooftops and spreading across ground near houses\\n- 40 grass patches + 60 individual grass blade tufts + weeds at wall bases\\n- 6 trees with bark trunks and multi-sphere leaf canopies\\n- 1 dead tree in foreground for depth\\n- 25 bush clusters scattered around\\n- 50 wildflowers (yellow, red, purple, white) with stems\\n- 30 scattered rocks/debris\\n- 8 fallen rusted corrugated metal panels on the ground\\n\\n**Atmosphere & Lighting:**\\n- Displaced terrain ground with earthy-to-mossy gradient material\\n- Warm golden-hour key sun light + cool sky fill light\\n- Subtle volumetric fog for atmospheric depth\\n- Cycles render at 1536×1536, 64 samples, denoising, Filmic color management\\n\\nDONE\",\"refusal\":null,\"reasoning\":\"The scene is complete and saved. Let me summarize what was built:\\n\\n1. **Ground**: 60x60 displaced terrain with earthy/mossy procedural material\\n2. **5 Houses**: Weathered walls with door and window cutouts, corrugated rusted metal gable roofs with corrugation displacement\\n3. **Dark interiors**: Dark wood boxes inside houses visible through broken windows\\n4. **Vines**: 21 vine curves with leaves creeping up walls, plus 20 vines draping from roof edges\\n5. **Moss**: Patches on rooftops and around houses on the ground\\n6. **Grass**: 40 grass patches + 60 individual grass tufts + weeds at wall bases\\n7. **Trees**: 6 trees with trunks and multi-sphere canopies + 1 dead tree in foreground\\n8. **Bushes**: 25 bush clusters scattered around\\n9. **Rocks/debris**: 30 scattered rocks\\n10. **Fallen roof panels**: 8 bent corrugated metal sheets on the ground\\n11. **Broken fence**: Fence posts and rails with some missing/broken\\n12. **Wildflowers**: 50 small flowers with stems\\n13. **Scattered planks**: 15 weathered wooden planks\\n14. **Lighting**: Warm golden key sun light + cool fill sun light\\n15. **Atmosphere**: Volumetric fog with slight density\\n16. **Camera**: 26mm lens, positioned at (15, -17, 8) looking at village center\\n17. **Render**: Cycles, 1536x1536, 64 samples, denoising, Filmic with Medium High Contrast\\n\\nTotal: 1614 objects, 62 materials\\n\\nThe scene was saved successfully. Everything is set up for the benchmark to render.\",\"reasoning_details\":[{\"type\":\"reasoning.text\",\"text\":\"The scene is complete and saved. Let me summarize what was built:\\n\\n1. **Ground**: 60x60 displaced terrain with earthy/mossy procedural material\\n2. **5 Houses**: Weathered walls with door and window cutouts, corrugated rusted metal gable roofs with corrugation displacement\\n3. **Dark interiors**: Dark wood boxes inside houses visible through broken windows\\n4. **Vines**: 21 vine curves with leaves creeping up walls, plus 20 vines draping from roof edges\\n5. **Moss**: Patches on rooftops and around houses on the ground\\n6. **Grass**: 40 grass patches + 60 individual grass tufts + weeds at wall bases\\n7. **Trees**: 6 trees with trunks and multi-sphere canopies + 1 dead tree in foreground\\n8. **Bushes**: 25 bush clusters scattered around\\n9. **Rocks/debris**: 30 scattered rocks\\n10. **Fallen roof panels**: 8 bent corrugated metal sheets on the ground\\n11. **Broken fence**: Fence posts and rails with some missing/broken\\n12. **Wildflowers**: 50 small flowers with stems\\n13. **Scattered planks**: 15 weathered wooden planks\\n14. **Lighting**: Warm golden key sun light + cool fill sun light\\n15. **Atmosphere**: Volumetric fog with slight density\\n16. **Camera**: 26mm lens, positioned at (15, -17, 8) looking at village center\\n17. **Render**: Cycles, 1536x1536, 64 samples, denoising, Filmic with Medium High Contrast\\n\\nTotal: 1614 objects, 62 materials\\n\\nThe scene was saved successfully. Everything is set up for the benchmark to render.\",\"format\":\"unknown\",\"index\":0}]}}],\"usage\":{\"prompt_tokens\":30461,\"completion_tokens\":691,\"total_tokens\":31152,\"cost\":0.0091756416,\"is_byok\":false,\"prompt_tokens_details\":{\"cached_tokens\":27499,\"cache_write_tokens\":0,\"audio_tokens\":0,\"video_tokens\":0},\"cost_details\":{\"upstream_inference_cost\":0.0091756416,\"upstream_inference_prompt_cost\":0.0072297856,\"upstream_inference_completions_cost\":0.001945856},\"completion_tokens_details\":{\"reasoning_tokens\":379,\"image_tokens\":0,\"audio_tokens\":0}}}", "body_base64": 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"error": null}], "response": {"text": "The scene is complete and saved. Here's a summary of what was built:\n\n**Abandoned Village Reclaimed by Nature** — 1,614 objects, 62 procedural materials\n\n**Architecture:**\n- 5 weathered houses with faded, stained plaster walls\n- Window and door cutouts revealing dark interiors\n- Corrugated rusted metal gable roofs with surface displacement and bump detail\n- Dark wooden interior boxes visible through broken windows\n- A broken fence with missing and leaning posts\n\n**Nature's Reclamation:**\n- 21 vines with leaves creeping up house walls\n- 20 vines draping over roof edges with leaves\n- Moss patches on rooftops and spreading across ground near houses\n- 40 grass patches + 60 individual grass blade tufts + weeds at wall bases\n- 6 trees with bark trunks and multi-sphere leaf canopies\n- 1 dead tree in foreground for depth\n- 25 bush clusters scattered around\n- 50 wildflowers (yellow, red, purple, white) with stems\n- 30 scattered rocks/debris\n- 8 fallen rusted corrugated metal panels on the ground\n\n**Atmosphere & Lighting:**\n- Displaced terrain ground with earthy-to-mossy gradient material\n- Warm golden-hour key sun light + cool sky fill light\n- Subtle volumetric fog for atmospheric depth\n- Cycles render at 1536×1536, 64 samples, denoising, Filmic color management\n\nDONE", "tool_calls": [], "tokens_in": 30461, "tokens_out": 691, "cost_usd": 0.0091756416, "cached_tokens": 27499}, "error": null}
{"ts": "2026-07-15T05:33:39.662725+00:00", "type": "assistant", "text": "The scene is complete and saved. Here's a summary of what was built:\n\n**Abandoned Village Reclaimed by Nature** — 1,614 objects, 62 procedural materials\n\n**Architecture:**\n- 5 weathered houses with faded, stained plaster walls\n- Window and door cutouts revealing dark interiors\n- Corrugated rusted metal gable roofs with surface displacement and bump detail\n- Dark wooden interior boxes visible through broken windows\n- A broken fence with missing and leaning posts\n\n**Nature's Reclamation:**\n- 21 vines with leaves creeping up house walls\n- 20 vines draping over roof edges with leaves\n- Moss patches on rooftops and spreading across ground near houses\n- 40 grass patches + 60 individual grass blade tufts + weeds at wall bases\n- 6 trees with bark trunks and multi-sphere leaf canopies\n- 1 dead tree in foreground for depth\n- 25 bush clusters scattered around\n- 50 wildflowers (yellow, red, purple, white) with stems\n- 30 scattered rocks/debris\n- 8 fallen rusted corrugated metal panels on the ground\n\n**Atmosphere & Lighting:**\n- Displaced terrain ground with earthy-to-mossy gradient material\n- Warm golden-hour key sun light + cool sky fill light\n- Subtle volumetric fog for atmospheric depth\n- Cycles render at 1536×1536, 64 samples, denoising, Filmic color management\n\nDONE", "tool_calls": []}
{"ts": "2026-07-15T05:33:39.662725+00:00", "type": "status", "status": "ok", "done_declared": true}
