You are operating Blender through the provided tools. 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. When you are finished, reply with the single word DONE and no tool calls.


A warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees.


import bpy

# Clear default scene objects
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)

print("Scene cleared")


Code executed successfully: Scene cleared


import bpy, math

def new_material(name, base_color, roughness=0.5, metallic=0.0, emission=None):
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    bsdf = mat.node_tree.nodes.get("Principled BSDF")
    bsdf.inputs["Base Color"].default_value = base_color
    bsdf.inputs["Roughness"].default_value = roughness
    bsdf.inputs["Metallic"].default_value = metallic
    if emission:
        bsdf.inputs["Emission Color"].default_value = emission
        bsdf.inputs["Emission Strength"].default_value = 1.0
    return mat

# Ground - grass
bpy.ops.mesh.primitive_plane_add(size=40, location=(0,0,0))
ground = bpy.context.active_object
ground.name = "Ground"
grass_mat = new_material("Grass", (0.08, 0.28, 0.06, 1), roughness=0.9)
ground.data.materials.append(grass_mat)

# Pond - slightly lowered disc, positioned to one side
bpy.ops.mesh.primitive_circle_add(radius=7, fill_type='NGON', location=(6, -3, -0.05))
pond = bpy.context.active_object
pond.name = "Pond"
water_mat = new_material("Water", (0.02, 0.15, 0.25, 1), roughness=0.05, metallic=0.0)
# Add slight transmission-like reflectiveness via roughness low
pond.data.materials.append(water_mat)

print("Ground and pond created")


Code executed successfully: Ground and pond created


import bpy

# Remove previous pond to reposition cleanly
bpy.data.objects.remove(bpy.data.objects["Pond"], do_unlink=True)

bpy.ops.mesh.primitive_circle_add(radius=6, fill_type='NGON', location=(6, 0, -0.03))
pond = bpy.context.active_object
pond.name = "Pond"
water_mat = bpy.data.materials["Water"]
pond.data.materials.append(water_mat)
print(pond.location)


Code executed successfully: <Vector (6.0000, 0.0000, -0.0300)>


import bpy, bmesh, math
from mathutils import Vector

def new_material(name, base_color, roughness=0.5, metallic=0.0):
    if name in bpy.data.materials:
        return bpy.data.materials[name]
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    bsdf = mat.node_tree.nodes.get("Principled BSDF")
    bsdf.inputs["Base Color"].default_value = base_color
    bsdf.inputs["Roughness"].default_value = roughness
    bsdf.inputs["Metallic"].default_value = metallic
    return mat

wood_mat = new_material("Wood_Wall", (0.42, 0.24, 0.12, 1), roughness=0.7)
roof_mat = new_material("Roof_Shingle", (0.25, 0.15, 0.1, 1), roughness=0.8)
stone_mat = new_material("Stone_Chimney", (0.35, 0.34, 0.32, 1), roughness=0.85)
door_mat = new_material("Door_Wood", (0.2, 0.1, 0.05, 1), roughness=0.6)
window_mat = new_material("Window_Glass", (0.6, 0.75, 0.8, 1), roughness=0.1, metallic=0.0)
log_end_mat = new_material("Log_End", (0.55, 0.38, 0.2, 1), roughness=0.6)

cabin_width = 4.0   # X
cabin_depth = 3.2   # Y
wall_height = 2.4

cabin_loc = Vector((-2.0, 0.0, 0.0))

# ---- Walls ----
bpy.ops.mesh.primitive_cube_add(size=1, location=(cabin_loc.x, cabin_loc.y, wall_height/2))
walls = bpy.context.active_object
walls.name = "Cabin_Walls"
walls.scale = (cabin_width/1.0, cabin_depth/1.0, wall_height/1.0)
walls.data.materials.append(wood_mat)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

print("Walls created", walls.dimensions)


Code executed successfully: Walls created <Vector (4.0000, 3.2000, 2.4000)>


import bpy, bmesh
from mathutils import Vector

cabin_loc = Vector((-2.0, 0.0, 0.0))
cabin_width = 4.0
cabin_depth = 3.2
wall_height = 2.4
roof_height = 1.4
overhang = 0.4

# Build a triangular-prism roof using bmesh
mesh = bpy.data.meshes.new("Roof_Mesh")
bm = bmesh.new()

half_w = cabin_width/2 + overhang
half_d = cabin_depth/2 + overhang
base_z = wall_height
peak_z = wall_height + roof_height

# 6 vertices: 4 at base corners, 2 at ridge (front & back at peak, centered in X)
v0 = bm.verts.new((-half_w, -half_d, base_z))  # front-left-bottom
v1 = bm.verts.new((half_w, -half_d, base_z))   # front-right-bottom
v2 = bm.verts.new((half_w, half_d, base_z))    # back-right-bottom
v3 = bm.verts.new((-half_w, half_d, base_z))   # back-left-bottom
v4 = bm.verts.new((0, -half_d, peak_z))        # front ridge
v5 = bm.verts.new((0, half_d, peak_z))         # back ridge

bm.faces.new((v0, v1, v4))  # front triangle
bm.faces.new((v3, v2, v5))  # back triangle (reversed order to be checked)
bm.faces.new((v0, v4, v5, v3))  # left slope
bm.faces.new((v1, v2, v5, v4))  # right slope
bm.faces.new((v0, v3, v2, v1))  # bottom (won't be seen but caps it)

bm.normal_update()
bm.to_mesh(mesh)
bm.free()

roof = bpy.data.objects.new("Cabin_Roof", mesh)
bpy.context.collection.objects.link(roof)
roof.location = cabin_loc
roof_mat = bpy.data.materials["Roof_Shingle"]
roof.data.materials.append(roof_mat)

print("Roof created")


Code executed successfully: Roof created


import bpy

# Switch viewport shading to material preview for all 3D view areas
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.shading.type = 'MATERIAL'
print("done")


Code executed successfully: done


Materials look applied but the ground/pond aren't visible from this angle. Let's continue adding the chimney, door, windows, dock, and trees before checking the render again.

import bpy
from mathutils import Vector

cabin_loc = Vector((-2.0, 0.0, 0.0))
cabin_width = 4.0
cabin_depth = 3.2
wall_height = 2.4

stone_mat = bpy.data.materials["Stone_Chimney"]

# Chimney - place on the back-right side of the cabin, going up through roof
chimney_w = 0.7
chimney_h = 3.6
chimney_x = cabin_loc.x + cabin_width/2 - 0.9
chimney_y = cabin_loc.y + cabin_depth/2 - 0.6

bpy.ops.mesh.primitive_cube_add(size=1, location=(chimney_x, chimney_y, chimney_h/2))
chimney = bpy.context.active_object
chimney.name = "Chimney"
chimney.scale = (chimney_w, chimney_w, chimney_h)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
chimney.data.materials.append(stone_mat)

# small chimney cap
bpy.ops.mesh.primitive_cube_add(size=1, location=(chimney_x, chimney_y, chimney_h + 0.08))
cap = bpy.context.active_object
cap.name = "Chimney_Cap"
cap.scale = (chimney_w+0.15, chimney_w+0.15, 0.15)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
cap.data.materials.append(stone_mat)

print("Chimney created at", chimney_x, chimney_y)


Code executed successfully: Chimney created at -0.9 1.0


import bpy
from mathutils import Vector

cabin_loc = Vector((-2.0, 0.0, 0.0))
cabin_width = 4.0
cabin_depth = 3.2
wall_height = 2.4

door_mat = bpy.data.materials["Door_Wood"]
window_mat = bpy.data.materials["Window_Glass"]

# Door on +X wall (facing pond), slightly toward one side
door_w = 0.9
door_h = 1.9
door_x = cabin_loc.x + cabin_width/2 + 0.01  # just outside wall surface
door_y = cabin_loc.y - 0.6
door_z = door_h/2

bpy.ops.mesh.primitive_cube_add(size=1, location=(door_x, door_y, door_z))
door = bpy.context.active_object
door.name = "Door"
door.scale = (0.05, door_w, door_h)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
door.data.materials.append(door_mat)

# Window on +X wall, other side
win_w = 0.9
win_h = 1.0
win_x = door_x
win_y = cabin_loc.y + 1.0
win_z = 1.4

bpy.ops.mesh.primitive_cube_add(size=1, location=(win_x, win_y, win_z))
window1 = bpy.context.active_object
window1.name = "Window_Front"
window1.scale = (0.05, win_w, win_h)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
window1.data.materials.append(window_mat)

# Window on -X wall (back)
win2_x = cabin_loc.x - cabin_width/2 - 0.01
bpy.ops.mesh.primitive_cube_add(size=1, location=(win2_x, cabin_loc.y, 1.4))
window2 = bpy.context.active_object
window2.name = "Window_Back"
window2.scale = (0.05, win_w, win_h)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
window2.data.materials.append(window_mat)

# Windows on gable end walls (-Y and +Y)
win3_y = cabin_loc.y - cabin_depth/2 - 0.01
bpy.ops.mesh.primitive_cube_add(size=1, location=(cabin_loc.x, win3_y, 1.4))
window3 = bpy.context.active_object
window3.name = "Window_Left"
window3.scale = (0.8, 0.05, 0.9)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
window3.data.materials.append(window_mat)

print("Door and windows created")


Code executed successfully: Door and windows created


Now let's add wood plank details (log-style horizontal lines via a texture bump would be complex; instead let's add some log-end cylinders at corners for a log-cabin look), plus the dock and trees.

import bpy
from mathutils import Vector

cabin_loc = Vector((-2.0, 0.0, 0.0))
cabin_width = 4.0
cabin_depth = 3.2
wall_height = 2.4
log_end_mat = bpy.data.materials["Log_End"]

# Add log-end cylinders at the 4 corners to suggest log cabin construction
corners = [
    (cabin_loc.x - cabin_width/2, cabin_loc.y - cabin_depth/2),
    (cabin_loc.x + cabin_width/2, cabin_loc.y - cabin_depth/2),
    (cabin_loc.x - cabin_width/2, cabin_loc.y + cabin_depth/2),
    (cabin_loc.x + cabin_width/2, cabin_loc.y + cabin_depth/2),
]

log_radius = 0.18
num_logs = 8
log_spacing = wall_height / num_logs

for cx, cy in corners:
    for i in range(num_logs):
        z = log_spacing * i + log_spacing/2
        bpy.ops.mesh.primitive_cylinder_add(radius=log_radius, depth=log_radius*2, location=(cx, cy, z))
        log_end = bpy.context.active_object
        log_end.rotation_euler = (1.5708, 0, 0)  # rotate to face outward-ish, cylinder axis along Y
        log_end.name = f"LogEnd_{cx:.1f}_{cy:.1f}_{i}"
        log_end.data.materials.append(log_end_mat)

print("Log ends added")


Code executed successfully: Log ends added


import bpy
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                print(space.shading.type)
                space.shading.type = 'SOLID'


Code executed successfully: MATERIAL


import bpy

# Frame all objects in the viewport
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                override = bpy.context.copy()
                override['area'] = area
                override['region'] = region
                with bpy.context.temp_override(area=area, region=region):
                    bpy.ops.view3d.view_all()
                break
        break

print("done")


Objects exist. The screenshot is showing black likely because the viewport lost sync or the light was deleted. Let me check the scene's lighting and camera setup.

import bpy
print([o.name for o in bpy.data.objects if o.type=='LIGHT'])
print([o.name for o in bpy.data.objects if o.type=='CAMERA'])
print(bpy.context.scene.world)
if bpy.context.scene.world:
    print(bpy.context.scene.world.use_nodes)


Code executed successfully: []
[]
<bpy_struct, World("World") at 0x000001CDABFAB8A0>
True


import bpy

# Add a sun light temporarily so we can preview
bpy.ops.object.light_add(type='SUN', location=(5, -5, 10))
sun = bpy.context.active_object
sun.name = "Sun_Temp"
sun.data.energy = 3

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.shading.type = 'MATERIAL'
                space.shading.use_scene_world = False
                space.shading.studio_light = 'forest.exr'
print("done")


import bpy
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                r3d = space.region_3d
                print("view_location:", r3d.view_location)
                print("view_distance:", r3d.view_distance)
                print("view_perspective:", r3d.view_perspective)
                print("clip_start/end:", space.clip_start, space.clip_end)


Code executed successfully: view_location: <Vector (0.0000, 0.0000, 1.8850)>
view_distance: 66.86680603027344
view_perspective: PERSP
clip_start/end: 0.009999999776482582 1000.0


import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.shading.type = 'SOLID'
                space.shading.light = 'STUDIO'
                space.overlay.show_overlays = True

# Set view via operator to look at origin from an angle
import bmesh
bpy.ops.object.select_all(action='DESELECT')
print("done")


Good, now I can see the scene. Let me remove the temp sun and zoom in on the cabin to check details.

import bpy

# Zoom into cabin area by setting the 3D cursor and using view selected
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects["Cabin_Walls"].select_set(True)
bpy.data.objects["Cabin_Roof"].select_set(True)
bpy.data.objects["Chimney"].select_set(True)

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                with bpy.context.temp_override(area=area, region=region):
                    bpy.ops.view3d.view_selected()
                break
        break
print("done")


Code executed successfully: done


The cabin structure looks good with roof, chimney, door, window, and log-end details. Let's check materials render correctly.

import bpy
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.shading.type = 'MATERIAL'


Code executed successfully:


Looking good! Now let's remove the temp sun (we'll set up proper lighting later) and add the dock and trees.

import bpy
bpy.data.objects.remove(bpy.data.objects["Sun_Temp"], do_unlink=True)
print("removed")


Code executed successfully: removed


Now let's build the dock extending from near the cabin into the pond.

import bpy
from mathutils import Vector

def new_material(name, base_color, roughness=0.5, metallic=0.0):
    if name in bpy.data.materials:
        return bpy.data.materials[name]
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    bsdf = mat.node_tree.nodes.get("Principled BSDF")
    bsdf.inputs["Base Color"].default_value = base_color
    bsdf.inputs["Roughness"].default_value = roughness
    bsdf.inputs["Metallic"].default_value = metallic
    return mat

dock_wood_mat = new_material("Dock_Wood", (0.35, 0.2, 0.1, 1), roughness=0.75)
post_mat = new_material("Dock_Post", (0.25, 0.15, 0.08, 1), roughness=0.8)

# Dock: a walkway of planks going from shore (near x=1.5) out into pond towards +X
dock_start_x = 1.0
dock_length = 5.0
dock_width = 1.4
plank_count = 10
plank_len = dock_length
plank_width = dock_width / plank_count

dock_y = -3.5  # position along pond edge, away from cabin front

# Create dock deck as a single box for simplicity, with plank lines via separate thin boxes
bpy.ops.mesh.primitive_cube_add(size=1, location=(dock_start_x + dock_length/2, dock_y, 0.15))
deck = bpy.context.active_object
deck.name = "Dock_Deck"
deck.scale = (dock_length, dock_width, 0.08)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
deck.data.materials.append(dock_wood_mat)

# Add plank groove lines (thin dark strips) for visual detail
groove_mat = new_material("Dock_Groove", (0.15, 0.08, 0.04, 1), roughness=0.9)
num_planks = 8
for i in range(1, num_planks):
    px = dock_start_x + (dock_length/num_planks)*i
    bpy.ops.mesh.primitive_cube_add(size=1, location=(px, dock_y, 0.19))
    groove = bpy.context.active_object
    groove.name = f"Dock_Groove_{i}"
    groove.scale = (0.03, dock_width, 0.01)
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    groove.data.materials.append(groove_mat)

# Support posts under the dock, going into the water
post_positions = [dock_start_x + 0.5, dock_start_x + dock_length/2, dock_start_x + dock_length - 0.5]
for i, px in enumerate(post_positions):
    for side in [-1, 1]:
        py = dock_y + side * (dock_width/2 - 0.15)
        bpy.ops.mesh.primitive_cylinder_add(radius=0.08, depth=1.2, location=(px, py, -0.5))
        post = bpy.context.active_object
        post.name = f"Dock_Post_{i}_{side}"
        post.data.materials.append(post_mat)

print("Dock created")


Code executed successfully: Dock created


Now let's add trees around the cabin and pond.

import bpy, random
from mathutils import Vector

def new_material(name, base_color, roughness=0.5, metallic=0.0):
    if name in bpy.data.materials:
        return bpy.data.materials[name]
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    bsdf = mat.node_tree.nodes.get("Principled BSDF")
    bsdf.inputs["Base Color"].default_value = base_color
    bsdf.inputs["Roughness"].default_value = roughness
    bsdf.inputs["Metallic"].default_value = metallic
    return mat

trunk_mat = new_material("Tree_Trunk", (0.25, 0.15, 0.08, 1), roughness=0.85)
leaves_mat = new_material("Tree_Leaves", (0.12, 0.35, 0.1, 1), roughness=0.8)
leaves_mat2 = new_material("Tree_Leaves2", (0.18, 0.42, 0.12, 1), roughness=0.8)

def make_tree(name, location, trunk_height=1.5, trunk_radius=0.15, canopy_radius=1.0, leaf_mat=leaves_mat):
    x, y, z = location
    bpy.ops.mesh.primitive_cylinder_add(radius=trunk_radius, depth=trunk_height, location=(x, y, z + trunk_height/2))
    trunk = bpy.context.active_object
    trunk.name = f"{name}_Trunk"
    trunk.data.materials.append(trunk_mat)

    canopy_z = z + trunk_height + canopy_radius*0.5
    bpy.ops.mesh.primitive_ico_sphere_add(radius=canopy_radius, subdivisions=2, location=(x, y, canopy_z))
    canopy = bpy.context.active_object
    canopy.name = f"{name}_Canopy"
    canopy.scale = (1.0, 1.0, 1.15)
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    canopy.data.materials.append(leaf_mat)
    return trunk, canopy

random.seed(42)

# Place a cluster of trees behind/around the cabin (on -X side and along edges), avoiding pond and dock area
tree_positions = [
    (-6.5, 2.0, 0),
    (-7.2, -1.5, 0),
    (-5.0, 4.0, 0),
    (-4.0, -3.5, 0),
    (-8.0, 0.5, 0),
    (2.5, 4.5, 0),
    (-1.5, 5.0, 0),
]

for i, pos in enumerate(tree_positions):
    h = random.uniform(1.8, 2.6)
    r = random.uniform(0.9, 1.3)
    tr = random.uniform(0.12, 0.18)
    lm = leaves_mat if i % 2 == 0 else leaves_mat2
    make_tree(f"Tree_{i}", pos, trunk_height=h, trunk_radius=tr, canopy_radius=r, leaf_mat=lm)

print("Trees created")


Code executed successfully: Trees created


import bpy

# Add temp sun again to view
bpy.ops.object.light_add(type='SUN', location=(5, -5, 10))
sun = bpy.context.active_object
sun.name = "Sun_Temp"
sun.data.energy = 3
sun.rotation_euler = (0.6, 0, 0.8)

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                with bpy.context.temp_override(area=area, region=region):
                    bpy.ops.view3d.view_all()
                break
        break
print("done")


import bpy

# Switch to top view to check layout
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                with bpy.context.temp_override(area=area, region=region):
                    bpy.ops.view3d.view_axis(type='TOP')
                    bpy.ops.view3d.view_all()
                break
        break
print("done")


import bpy

# The pond was placed below the ground plane, making it invisible. Raise it slightly above.
pond = bpy.data.objects["Pond"]
pond.location.z = 0.02
print(pond.location)


Code executed successfully: <Vector (6.0000, 0.0000, 0.0200)>


import bpy

# Remove old dock objects to reposition properly
for name in list(bpy.data.objects.keys()):
    if name.startswith("Dock_"):
        bpy.data.objects.remove(bpy.data.objects[name], do_unlink=True)

print("Old dock removed")


Code executed successfully: Old dock removed


import bpy
from mathutils import Vector

def get_mat(name):
    return bpy.data.materials[name]

dock_wood_mat = get_mat("Dock_Wood")
post_mat = get_mat("Dock_Post")
groove_mat = get_mat("Dock_Groove")

dock_start_x = 0.3
dock_length = 5.0
dock_width = 1.4
dock_y = -2.2  # offset from cabin center, clear of door/windows

bpy.ops.mesh.primitive_cube_add(size=1, location=(dock_start_x + dock_length/2, dock_y, 0.15))
deck = bpy.context.active_object
deck.name = "Dock_Deck"
deck.scale = (dock_length, dock_width, 0.08)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
deck.data.materials.append(dock_wood_mat)

num_planks = 8
for i in range(1, num_planks):
    px = dock_start_x + (dock_length/num_planks)*i
    bpy.ops.mesh.primitive_cube_add(size=1, location=(px, dock_y, 0.19))
    groove = bpy.context.active_object
    groove.name = f"Dock_Groove_{i}"
    groove.scale = (0.03, dock_width, 0.01)
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    groove.data.materials.append(groove_mat)

post_positions = [dock_start_x + 0.5, dock_start_x + dock_length/2, dock_start_x + dock_length - 0.5]
for i, px in enumerate(post_positions):
    for side in [-1, 1]:
        py = dock_y + side * (dock_width/2 - 0.15)
        bpy.ops.mesh.primitive_cylinder_add(radius=0.08, depth=1.2, location=(px, py, -0.5))
        post = bpy.context.active_object
        post.name = f"Dock_Post_{i}_{side}"
        post.data.materials.append(post_mat)

print("Dock repositioned")


Code executed successfully: Dock repositioned


Now the dock properly extends into the pond, positioned near the door. The composition looks good from top view. Let's check a perspective view now.

import bpy
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                with bpy.context.temp_override(area=area, region=region):
                    bpy.ops.view3d.view_axis(type='FRONT')
                    bpy.ops.view3d.view_all()
                break
        break


The layout is good overall. Now let's set up a proper camera position and lighting for the final presentation shot.

import bpy
import math

# Remove temp sun, we'll set up final lighting
if "Sun_Temp" in bpy.data.objects:
    bpy.data.objects.remove(bpy.data.objects["Sun_Temp"], do_unlink=True)

# Add camera
bpy.ops.object.camera_add(location=(9, -10, 4.5))
cam = bpy.context.active_object
cam.name = "Main_Camera"

# Point camera towards cabin area (roughly at -1, 0, 1.5)
target = (-1.5, 0.0, 1.2)
direction = (target[0]-cam.location.x, target[1]-cam.location.y, target[2]-cam.location.z)
import mathutils
direction_vec = mathutils.Vector(direction)
rot_quat = direction_vec.to_track_quat('-Z', 'Y')
cam.rotation_euler = rot_quat.to_euler()

bpy.context.scene.camera = cam
print("Camera set at", cam.location, "rotation", cam.rotation_euler)


Code executed successfully: Camera set at <Vector (9.0000, -10.0000, 4.5000)> rotation <Euler (x=1.3470, y=0.0000, z=0.8098), order='XYZ'>


import bpy
import math

# Sun light - warm late afternoon light
bpy.ops.object.light_add(type='SUN', location=(10, -8, 12))
sun = bpy.context.active_object
sun.name = "Sun_Main"
sun.data.energy = 3.5
sun.data.color = (1.0, 0.92, 0.75)
sun.rotation_euler = (math.radians(55), 0, math.radians(35))

# Fill light - soft, cooler, from opposite side to lift shadows
bpy.ops.object.light_add(type='AREA', location=(-8, 6, 6))
fill = bpy.context.active_object
fill.name = "Fill_Light"
fill.data.energy = 150
fill.data.size = 5
fill.data.color = (0.7, 0.8, 1.0)
fill.rotation_euler = (math.radians(60), 0, math.radians(-120))

# Warm light near cabin window/door to suggest cozy interior glow
bpy.ops.object.light_add(type='POINT', location=(0.3, -0.3, 1.3))
warm = bpy.context.active_object
warm.name = "Window_Glow"
warm.data.energy = 40
warm.data.color = (1.0, 0.7, 0.35)

print("Lights added")


Code executed successfully: Lights added


import bpy

# Set world background to a soft sky color
world = bpy.context.scene.world
world.use_nodes = True
bg = world.node_tree.nodes.get("Background")
bg.inputs[0].default_value = (0.55, 0.7, 0.85, 1)
bg.inputs[1].default_value = 1.0

# Switch viewport to camera view for preview
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                with bpy.context.temp_override(area=area, region=region):
                    bpy.ops.view3d.view_camera()
                break
        break
print("done")


Code executed successfully: done


This is a great composition! The cabin, chimney, dock, pond, and trees are all clearly visible. Let me refine the camera angle slightly and check a few details.

import bpy
import mathutils

cam = bpy.data.objects["Main_Camera"]
# Slightly adjust camera position for better framing - move back and up a touch, aim a bit lower to include water reflection foreground
cam.location = (9.5, -9.0, 4.0)
target = mathutils.Vector((-1.5, 0.2, 1.3))
direction_vec = target - cam.location
rot_quat = direction_vec.to_track_quat('-Z', 'Y')
cam.rotation_euler = rot_quat.to_euler()

# Set camera lens for a nice field of view
cam.data.lens = 35

print("Camera adjusted", cam.location)


Code executed successfully: Camera adjusted <Vector (9.5000, -9.0000, 4.0000)>


This composition is excellent - the cabin, chimney, dock, pond, and trees are all well-framed. Let's render a final check with Cycles/Eevee to see lighting quality more accurately.

import bpy

scene = bpy.context.scene
print("Render engine:", scene.render.engine)
print("Resolution:", scene.render.resolution_x, scene.render.resolution_y)


Code executed successfully: Render engine: BLENDER_EEVEE
Resolution: 1920 1080


The composition looks great. Let me do a final review of the full scene from a slightly different angle to make sure everything is solid, then finalize.

import bpy

# Set viewport shading to rendered for best quality preview
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.shading.type = 'RENDERED'
print("done")


This looks excellent with the rendered lighting. The warm glow near the door, the cabin with log ends and stone chimney, the trees, the pond, and the dock are all clearly visible and well-composed. The scene reads beautifully as a warm wooden cabin beside a pond.

import bpy

# Restore viewport shading to material preview for general editing state
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.shading.type = 'MATERIAL'
print("done")